The computer game will be based upon the Super-Advanced
version of the game as modified here.The Basic, Advanced and Super-Fanatical versions of the board game will
not be supported.The Super-Advanced
Pass Rush rule will be used.Penalties
and injuries will be optional.What
follows is a complete set of rules to be used by the computer game. This set of
rules encompasses all rules previously found in the rule booklet and on the
roster sheets, as well as the newly introduced rules.

INTRODUCTION

You have in your possession a football game with all the
features of Professional Football. Professional players will perform for you
according to their records and your coaching decisions.

All rules of football apply. Each coach selects his team.
Place the team specialist card and starting quarterback on the positions marked
on the playing board. Punch out football, first down marker and discs found on
two perforated sheets. Select one man for each of the additional following
positions for your starting lineup: tight end, flanker, split end, halfback and
fullback. When on offense, hold these 5 cards in your hand (use them as a
shield for your play selector) releasing one card to the position marked
running back or intended receiver, on the playing board. This designated card
will be the running back or intended pass receiver for that play. The remaining
players should be set apart from your starting lineup to be used as
substitutes. In selecting your players, you may refer to their records at the
bottom of each card for helpful advice. To qualify for a position, a player
must have the position stated on his card (found in top right-hand corner of
his card). Place to one side your advanced defensive cards and advanced play
selector. You will note that there are two sets of squares (that must be punched
out) containing numbers and positions on both sides. Each player should take
one set of squares and match them up against his team's defensive ratings
(found on offensive and defensive rating card). For example, if the defensive
card lists your starting middle linebacker as a 5, place the square with a
value of 5 and stated position of middle linebacker on the field. Place the
appropriate squares or defensive players in the appropriate positions as
explained in the defensive formation instructions (3-4 Defense, 4-3 Defense,
etc.)Note: the Defensive Formation
Chart contains a complete list of these placements.

GAME
PARTS

The following game part descriptions will be helpful in
reading the instructions:

·X-CHART –
A chart that is delivered with the board game.This is a 2-sided chart that contains the following charts to be used
with the Computer Game Rules: Short Gain chart, Super Advanced Pass Rush Chart,
Injury Chart and the Fumble Chart.The
X-Chart also contains charts that are not used with the Computer Game Rules
since replacement charts are supplied: Long Gains, Interception Returns,
Penalty, Number of games injured and Onside Kickoff charts.

·SPECIALIST CARD
- contains results for punting, kickoff, extra points, field goals, penalties,
punt returns and kickoff returns. Each team has one two-sided (information on
both sides of the card) specialist card.

·OFFENSIVE PLAYER
CARDS - each team is represented by a series of 11 cards for the following
positions: quarterback, halfback, fullback, tight end, split end, and flanker.
Some of these cards are two-sided (information on both sides of the card).

·ADVANCED
DEFENSIVE CARD - contains results of plays yielded by the team's defense.
Each team has three advanced defensive cards.

·ADVANCE PLAY
SELECTOR - enables you to indicate your offensive and defensive play
selections. Each game contains two play selectors.

·DEFENSIVE PLAYER
SQUARES - are the two-sided perforated squares. They are used to indicate
both the positioning and the quality value of each team's defensive players.
Two sets of squares are included with each game.

·ADVANCED
OFFENSIVE and DEFENSIVE RATING CARD - contains the quality value ratings
for each team's offensive and defensive players. Each offensive lineman or
back's run block and pass block ratings are denoted on this card. Also, each
defensive lineman and linebacker's ratings against the run and pass rush are
denoted and each defensive back's defense rating is listed. Each team has one
two-sided advanced offensive and defensive rating card.

·SPECIAL BLACK
DIE - rolled at the beginning of each play (kick, pass or run). The black
die determines penalty and pass rush situations. The black die is not rolled
with any additional dice rolls generated from the initial roll (except to
determine Receiver fumbles and QB Sack fumbles).

HOW TO PLAY

UPDATE YOUR ADVANCE
PLAY SELECTOR

Before beginning play with the computer game rules you will
need to make the following changes to the advance play selector:

·Add“Draw Play
HB” and “Draw Play FB” circles under the “PASS RECEIVER OR RUNNER” area of your
Advanced Play Selector.

KICKOFF

Toss a coin to determine who kicks off and who receives. To
kickoff, select your team's specialist card, roll two dice only, and read the
results underneath the kickoff portion. The number following the result
indicates which opposing back has received the kickoff.

KICKOFF RETURN

The opposing coach receiving the kickoff selects his team's
specialist card and rolls 3 dice when returning a kickoff.Use the total of the red dice to read the
results underneath kickoff returns for the proper receiving back.Normally you will not need the white
die.However, if a fumble or TD reading
occurs you will use it.If a fumble
reading occurs then check the white die.If it is a 1, 2 or 3 then accept the fumble reading.However, if it is a 4, 5 or 6 then ignore
the fumble reading.If a TD reading
occurs and the white die is 1 through 5 then accept the touchdown.However, if it is a 6 then roll on the
Variable Long Gain chart for the play result.Kickoffs caught behind or on the goal line may be runback or brought out
to the 20-yard line -- the offensive coach must declare his intention before
rolling dice for runback results.

ONSIDE KICKOFF

When a team decides to try an onside kick use the new Onside
Kickoff chart found in these computer rules, instead of the one found on the
original X-CHART.Refer to onside kickoff
chart in the same fashion as kickoffs (as discussed before).The chart tells you how many yards the ball has traveled and which team
has gained possession of the ball. No runback occurs. To attempt an
onside kickoff, the offensive coach simply declares his intention. The kicking
team is considered to be the defense.

SQUIB KICKOFF

When
a team decides to try a squib kickoff follow all normal kickoff rules with
these adjustments to the card readings:

ADJUSTMENTS
TO THE “KICKOFF CARD” RESULTS

·Add
20 yard to the stated yard line.For
example, if the kickoff card says the ball is kicked to the 5-yard line it
would go to the 25-yard line instead.

·If
the original says “Touchback” then the ball goes to the 10-yard line instead.

ADJUSTMENTS
TO THE “KICKOFF RETURN” AND “REFER TO OPPONENTS” RESULTS

·Use
the card of the designated kickoff returner for purposes of determining
results, but understand that the kickoff return is actually made by an up-back
so do not add the results of the kickoff return to the returner’s game
statistics.

·Subtract
15 yards from the return yardage shown in the result.No resulting yardage may be less than 0 yards nor more than 30
yards.

·If
the return is shown as “Touchdown” then use the Long Gain chart to determine
the outcome of the play instead.

PLAY CALLING SEQUENCE

Each coach should have in his possession an advanced play
selector. Use little circular discs (found on perforated sheets) to mark
selections, and then reveal your respective choices as described below. The
defense calls his play.Here is the
sequence of play:

·Offense selects formation & subs and optionally
announces he is in the “shot gun”.See
the Offensive Formations chart.The
offense can also choose to punt or kick a field goal at this point.

·Defense selects formation & subs, and optionally
announces that he is “showing blitz”.See the Defensive Formations chart in Attachment A.NOTE: Prevent & short yardage defenses
are not selected at this point.For example,
instead of selecting “Sht Yd 3-4” the coach would select the “3-4”.

·Offense can call a timeout before selecting play – they
may want to depending upon the formation selected by the defense.If a timeout is called by either team then
restart the play sequence from the beginning.

·Offense selects play (hidden from opponent).Select one of the plays on the advance play
selector and also designate the ball carrier or intended receiver.If the offense is punting or attempting a
field goal they must select “Kick” or “Fake” at this point.

·Defense selects his play – Pass or Run (Defense can
call a timeout before selecting play). Short Yardage or Prevent defense can be
selected at this point.The defense
then adjusts his formation manually on the field (remember, when you move a
defensive player, you strengthen one zone, but weaken another).Double-teaming and Keying can be selected
as well.If the offense is punting or attempting
a field goal the defense must announce if it is going to try for a block at
this point.

OFFENSIVE AND
DEFENSIVE PLAYER'S RATINGS

The offensive and defensive players' numerical values (found
on both sides of offensive and defensive rating card) come into play in the
following on certain readings found on the advance defense cards.For example, on a running play the reading
“OFFENSIVE C +7 or +3” is found on the defensive card.Refer to the offensive center's run block
rating, found on the Advanced Offensive and Defensive rating card to the right
of his name. If the rating is equal or better than the white die's reading, the
offense has run for 7 yards. If the offensive center's rating is less than the
white die's reading, the offense has gained only three yards. For this example,
let us assume the run block rating of the offensive center is 5 and the white
die rolled is a 4.Since the rating is
greater than the white die's reading of 4, it is a 7-yard gain. The same
procedure is applied to defensive player ratings. For example, say the reading
“DEFENSIVE LEFT TACKLE +1 or +6” is rolled and the white die is a 5.You must determine whether the left tackle
stopped the play. If his defense number (number to the right of his position
found on defensive rating card) is less than 5, a six-yard gain results.
However, if his defense number is five or better, the play gains one yard. It
is to be noted that the greater the ability ratings of the offensive player,
the more yardage gained; whereas the greater the ability of the defensive
player, the less yardage gained. You may also determine the correct amount of
yardage by always accepting the first yardage figure for either an offensive or
defensive player if the player's ability number is equal or better than the
white die's number. If the rating of an offensive onside tackle, guard, or end
is needed, use the player's rating on the side the play has been directed. For
example, if you call a run around right end and the reading is onside tackle,
refer to your right tackle's rating.

In throwing a short pass, a quotation similar to the following
may occur, DEFENDER: X or +15. To determine the identity of the defender
covering the play, refer to the top right-hand corner of the intended
receiver's card. Let us say that the short pass was intended for the tight end,
and the white die's reading was 4. To determine the defender covering the play,
refer to the tight end's card. The defender is the strong safety. If the strong
safety's rating is 4 or better, the pass is incomplete; if his rating is less
than 4, the pass is completed for 15 yards. In all of the above situations, the
white die determines the required ability rating needed. Any readings of
linebacker in zone or defensive back in zone would follow the same procedure
for determining play results.NOTE:
Refer to the Offensive Formation chart for further details regarding coverage
responsibilities.

GREAT PLAYER IMPACT RULE

Some
players are so great that they can impact a game far above other players.This optional rule takes that factor into
account.Whenever a player's rating is
needed to determine the outcome of a play from the Team Defense card refer to
this rule if that player is rated a "6".Roll 1 die and refer to the following rules:

"6"
rated Defense Rating vs. a Run:if the
additional die is a "6" then the great defensive player forces a
fumble!

"6"
rated Defense Rating vs. a Pass: if the additional die is a "6" then
the great defensive player intercepts the pass!

"6" rated Offense Block Rating: if the
additional die is a "6" then the great offensive block rating results
in a Short Gain by the offense!

Note: If a player’s rating is modified due to a formation
change then use his original rating for purposes of this rule.If a player’s rating is modified based upon
any other game rule (for example, he is injured) then use his modified rating.

RUNNING
PLAY CALLED BY THE OFFENSE

There are three basic running plays:
linebuck, off tackle and end run. To find the result of a run, the offensive
coach rolls THREE dice, reading THE WHITE DIE SEPARATELY FROM THE COLORED DICE
TOTAL. IF THE WHITE DIE YIELDS a 1, 2, or 3 value, you would look at the
offensive back involved in the play. IF THE WHITE DIE'S NUMBER IS 4, 5, or 6,
YOU LOOK AT THE DEFENSIVE CARD OF THE TEAM PRESENTLY PLAYING DEFENSE, referring
to that section of the card that indicates the selected offensive play.The colored dice total refers to the series
of numbers (2-12) located within each column for either the offensive player or
team defensive card. As an example, let us say the offense called for an End
Run, the defense guessed pass, and a white 3 and a colored dice total of 4 is
rolled.You would look at the running
back's card underneath END RUN-RIGHT (since the defense correctly called a
run).You would refer to number 4
(colored dice total) for the result (example: a +4 would indicate a four-yard
gain). If the defensive coach had guessed a pass instead of a run, the play
would have been guessed wrong, and you would look at END RUN-WRONG column for
the result.Under the same
circumstances, if the dice roll yielded a white 5 and a colored dice total of
6, the defensive coach would refer to his team defensive card under END RUN
number 6 for the play result.Please
note that on the defensive card, it makes no difference whether the play was
called right or wrong.

PASS PLAY CALLED BY
THE OFFENSE

There are three basic types of passes: flat pass (this
includes look-in passes), short pass, and long pass. Let us say that the
offensive coach calls a flat pass to his tight end and the defense guessed a
run. THE PLAY HAS BEEN GUESSED WRONG. The dice roll yields a white 2 and
colored dice total of 5. The offensive player refers to the quarter-back's card
underneath FLAT PASS WRONG to the number 5.Say the result is a +8, this is a completed pass for eight yards. If the
defensive coach had guessed a pass, the offensive coach would look at FLAT PASS
RIGHT.Let us say there is nothing
printed in the proper space, this indicates that the pass is incomplete. If the
white die's number is 4, 5, or 6, you look at the defensive card of the team
presently playing defense referring to that section of the card that indicates
the selected play. If the dice had revealed a white 4, and a colored dice total
of 6, the defensive coach would refer to his defensive card underneath FLAT
PASS to number 6 to find the result of the play.In all passing situations where the white die is 1,2, or 3,
always refer first to the quarterback's card, not the intended receiver. Only
look at the receiver's card if the results of the quarterback's card, or the
defensive card state the word RECEIVER. In this case you would then refer to
the intended receiver's card. The offensive player would roll the dice, and
look under FLAT PASS-RIGHT of the receiver's card for the final result.

LOOK-IN
PASSES

When throwing a look-in pass refer to FLAT PASS for results.
As a look-in pass must gain yardage, all look-in pass results of 0 or minus
yardage are considered incomplete.

RECEIVER READING

When the reading RECEIVER comes up, roll all 4 dice and
using the total of the red dice refer to the appropriate column on the intended
receiver’s card to see if the pass is completed.If it is completed and the black die reading is X, a fumble may
occur (normally an X indicates a penalty when using the optional penalty
system, however a penalty can only occur on the first roll, not on the roll
when you refer to the receiver’s card).Refer to the rolled white die number to see if a fumble has occurred.You would look at Receiver and QB Fumble
rating found at the bottom of the Offensive Team Rating card and adjust it according to the
TEAM REC/QB FUMBLE RATINGS ADJUSTMENT CHART.For example, if a team has a fumble rating of
1-3 then referring to
the chart you would see that you should use 1-2 when checking for a receiver
fumble.Using this example say thata white die reading of 2 occurs, the receiver has
fumbled.A white die number of 3, 4, 5 or 6 would not
yield a fumble.If a fumble occurs,
follow the fumble procedures outlined below.

OTHER READINGS THAT
ARE FOUND ON PLAYER AND DEFENSIVE CARDS

·Must Run
-roll two dice and refer to quarterback's must run section (found on reverse side of his passing card).

·Short Gains
-roll two dice, and refer to short gain section of X Chart.

·Long Gains -
Ignore the Long Gain chart found on the X Chart.When a Long Gain occurs roll three dice and refer to the Variable
Long Gain Chart.There are three lines
within each box of the grid.Use the
first line for the visiting team and the third line for the home team.If the game is being played on a neutral
field (as is usually the case in the Super Bowl), or if you do not wish to use
home field advantage rules, then use the middle line.Example: The home team gets a long gain reading and rolls a white
6 and a total of 10 on the red dice.6-10 for a home team is a 71-yard gain.

·Split Numbers
- always roll two dice in split number situations. An example can be found on
most running back cards under END RUN RIGHT, number 5.Say, for example, the reading on the card
was F+1, 2-9+1, 10-12.If the dice roll falls between 2 and 9 there
is a fumble (F) with a one-yard gain. If the dice roll falls between 10 and 12,
there is ONLY a one-yard gain. Most fumbles and interceptions occur in split
number situations.

·DOUBLE READING
- on most running back cards there are some readings in parentheses.Ignore the results in parenthesis as these
relate strictly to the elementary version of the game.

·X -
Incomplete pass (also is a blank space on player or defensive card).

·F -
Abbreviation for Fumble. In most fumble situations, it will be necessary to
roll the dice twice: the first roll determines if a fumble has occurred (split
number situation); the second roll indicates which team recovered the fumble.

·Int -
Abbreviation for Interception.In most
interception situations, the dice must be rolled twice; the first roll
determines if an interception has occurred (split number situation); the second
roll determines the interception return.

INTERCEPTION RETURNS

When an interception occurs, roll
two dice, and refer to the INTERCEPTION RETURN CHART for runback of
interception.Alternatively, the
defense can decide not to try an interception return and accept possession of
the ball at the point of the interception (this eliminates the possibility of a
fumble). The figure following the word "intercepted" indicates the
number of yards from the scrimmage line that the interception occurred. For
example, "intercepted +13" would mean that the pass was intercepted
13 yards from the scrimmage line and the runback would therefore take effect 13
yards from the scrimmage line.NOTE:
Certain readings result in a TD for flat passes only – these TDs do not apply
to look-in passes.

If you wish to determine who
recorded the interception another dice roll is necessary.Roll 2 dice and refer to the Interception
Determination Chart to see which defensive player has intercepted the ball.In cases where the highest rating determines
who recovers the ball randomly choose between players who are tied.If a player who is not in the game is
listed, or no defender qualifies, then roll 1 die and credit the following with
the interception: 1:lcb 2:rcb 3-4:ss 5-6:fs.

FUMBLES

Once a fumble has occurred, roll two
dice to see which team has possession of the football.If the dice roll is a 2 to 6, 11 or 12 then the
team that lost possession of the ball recovers its own fumble, if it is a 7 to 10 the opposing team
recovers the fumble.If you wish to
determine which player recovered the fumble another dice roll is
necessary.Roll 2 dice and refer to the
appropriate Fumble Recover Chart to see which player has made the
recovery.After recovering the ball the
player can attempt to advance the ball – see the Advancing Loose Ball Chart.In cases where the highest rating determines
who recovers the ball randomly choose between players who are tied.If a player who is not in the game is
listed, or no defender qualifies, then roll the dice again.For fumbles that occur on kickoff and punt
returns, if the offense recovers credit the returner with the fumble
recovery.If the defense recovers then
randomly choose between all players rated “Linebacker” or “Defense Back”.

ADVANCING
LOOSE BALLS

Whenever a loose ball is recovered
(after fumbles or blocked kicks) the team that recovers has the option to
either fall on the ball or to try to advance it.If you wish to try to advance then roll 2 dice and refer to the
Advancing Loose Balls Chart.NOTE ON
FUMBLES RECOVERED BY THE OFFENSE: On fourth down, during last two minutes of
either half, or when attempting a 2-point conversion, the ball may be advanced
only by the fumbling player.If another
offensive player recovers in any of these situations the ball may not be
advanced.

PUNTS

Refer to punting section of the specialist card in the same
fashion as kickoffs (as discussed before). To punt, the offensive coach
announces that he will punt.On the
play selector the choice is made to either punt or fake the punt.The defense then announces if it will put
try to block the punt or not.If the defense does not attempt to block the punt then
ignore all running into the punter and roughing the punter penalties. If
the defense attempts to block it then roll three dice when punting (otherwise
roll 2 dice).If the white die is a 1
and the red dice total 12 then the punt is blocked, disregard the reading found
on the card.In addition, other blocked
punts occur on some punter’s cards.Note: a punt cannot be blocked unless the defense has tried for the
block (if a block occurs on the card ignore it and re-roll the dice).Whenever a punt is blocked it must be
recovered.Use the Blocked Kick chart
to determine which team recovers the ball.The team that recovers can attempt to advance the ball – see the
Advancing Loose Ball Chart.If the
offense attempts a fake then refer to the Fake Punt/Kick Chart instead of the
punter’s card for the play result.In
addition, if a penalty occurs on a fake use the section relative to the play
(Run or Pass).

COFFIN CORNER PUNT

Follow the above punting
procedures but before rolling the dice announce this is a coffin corner
punt.After rolling for the punt and
determining the initial punt distance roll all 4 dice.Add the white die together with the two red
dice and subtract this distance from the punt giving the adjusted punt
distance.If the black die is an X then
the punt stays in-bounds and it may be returned. If the black die is a blank or
a “D” then the punt goes out-of-bounds.If the adjusted punt distance reaches the goal line, or it goes out of
bounds past the goal line, then a touchback occurs (no return is
possible).EXAMPLE: Say the ball is on
the defensive 35-yard line and a coffin corner punt is attempted.The initial roll indicates a punt of 43
yards to the #1 Back.Do not attempt a
punt return yet.Instead, roll all 4
dice.Let’s say a black “D” was rolled
along with a white three and two red sixes.3+6+6 = 15 (this is the yardage to subtract from the initial punt
distance).43-15 = 28.Therefore, this is a 28-yard punt that goes
out of bounds on the 7-yard line.Had
the black die been an “X” then the ball would not have gone out of bounds and
the number one punt returner could have elected to try and return it.

PUNT
RETURNS

Refer to the PUNT RETURN section of
the specialist card in the same fashion as KICKOFF RETURNS (as discussed
before).A coach can decide if he wants
his punt returner to attempt to return the punt or let it bounce.If he decides to try to return it, then roll
all 3 dice when referring to the punt return column.If a 1 is rolled on the white die then the punt bounces and
cannot be returned.In that case, and
in the case where the coach has decided not to attempt a return, roll 2 dice
and refer to the Punt Bounce chart to determine what happens to the ball after
it bounces.Note: A punt that bounces
off a member of the receiving team and is recovered by the kicking team cannot
be advanced.

EXTRA POINTS and
FIELDGOALS

Refer to the proper section of the specialist card. To
determine whether a field goal is successful consult that portion of field goal
chart that coincides with your scrimmage line. If you are keeping statistical
records, record field goal attempts 17 yards behind the scrimmage line, though
you are referring to the scrimmage line for results.

You cannot attempt a field goal which is greater than 63
yards long.You can attempt a field
goal that is longer than the listed range on the place kicker’s card, as long
as it is not longer than 63 yards.This
“desperation” type of kick is considered good if the red dice total 2.

All field goals attempted and missed from beyond the 20-yard
line will result in the defensive team taking possession of the ball at the
spot of the kick which is 7 yards behind the line of scrimmage (NOTE: Prior to
the 1994 season the ball would be spotted at the line of scrimmage, and prior
to the 1974 season the ball would be spotted at the opponent’s 20
yard-line).On any field goal attempted
and missed where the spot of the kick is on or inside the 20-yard line, ball
will revert to defensive team at the 20-yard line.

Starting with the 1994 season the
offense can opt to go for a 2 point conversion instead from the 2 yard-line
(pass or run) instead of trying to kick an extra point.

The sequence for kicks is as follows:The offense announces that it will kick a
field goal or point-after.On the play
selector the choice is made to either kick it or to fake it.The defense then announces if it will put
try to block the kick or not.If the defense does not attempt to block the kick then
ignore all running into the kicker and roughing the kicker penalties. If
the defense attempts to block it then roll three dice when trying for the field
goal or PAT (otherwise roll 2 dice).If
the white die is a 1 and the red dice total 12 then the kick is blocked,
regardless of whether or not it would have been good.Otherwise, refer to the two red dice to determine if the kick was
good.If the defense attempts to block
the kick then all rolls of 12 that are listed as “no good” are considered to
have been blocked by the defense.(CLARIFICATION: If the red dice total is 12 and the kick is listed as
“good” then the kick is not blocked unless a 1 has been rolled on the
white die).Note: a kick cannot be
blocked unless the defense has tried for the block.If a PAT is blocked then play is whistled dead.If a field goal attempt is blocked roll the
2 dice again and refer to the Blocked Kick Chart.If the defense recovers they can attempt to advance the ball –
see the Advancing Loose Ball Chart.If
the offense recovers the defense takes possession of the ball at the point of
recovery.If the offense attempts a
fake kick then refer to the Fake Punt/Kick Chart instead of the kicker’s card
for the play result.In addition, if a
penalty occurs on a fake use the section relative to the play (Run or Pass).

VARIABLE LENGTH FIELD GOALS

In order to
provide more realism, to simulate varying conditions on the field, and to
differentiate field goal distances more precisely you can use this optional
Variable Length Field Goal rule.

After the
offense decides to kick a field goal two dice are first rolled and the Variable
Length Field Goal Chart is consulted.This chart adds or subtracts up to 5 yards to or from the chances on a
field goal attempt.

For
example, say you are about to try a field goal from the 24 yard-line.You would normally consult the “23-32”
column for this field goal, but when using this rule that might not be the
case.First roll two dice and consult
the Variable Length Field Goal chart.Say that a “4” is rolled.The
chart says to subtract 3 yards from the original field goal location before
determining which column to use for the field goal.In this example, 24 minus 3 is 21, so the “13-22” column for the
place kicker is consulted for the upcoming field goal attempt instead of the
“23-32” column.

SAFETIES

A safety occurs on all plays
where a loss of yardage brings the ball back to the offensive teams’ goal line
or beyond.For instance, if a -2 result
occurs from your 2-yard line that is considered a safety.After a safety, the team that was scored
upon puts the ball in play with a “free kick” from its own 20-yard line.NFL teams almost always punt in this
situation.The punting & punt
return cards should be used for this kick.Obviously a blocked punt cannot happen, so if this reading occurs then
re-roll the dice.Also, add 15 yards to the length of the free-kick punt as
read from the punting column.This
accounts for the fact that the punter is not standing 15 yards behind a line of
scrimmage.

TIMING RULES

PLAY CLOCK

The play clock is found on the playing field, 60 spaces as
marked in 15-second intervals.The
timing of each play differs slightly based upon whether or not the optional
penalty system is used:

·WHEN USING THE
PENALTY SYSTEM - Move two spaces or thirty seconds for all plays with the
following exceptions: incomplete passes, all punts and kickoffs, field goal
attempts, touchdowns.Move only one
space or fifteen seconds for these exceptions.In addition, if the play result is read from the Offensive card and the
game clock is not in the last 5 minutes of a half, then the following
plays also take one space or fifteen seconds:completed passes (excluding look-in passes) and end runs.See the Out Of Bounds rules for further
details regarding timing in the last 5 minutes of each half.Note: On all plays where a penalty is called
move the clock just one space (or fifteen seconds).

·WHEN NOT USING
THE PENALTY SYSTEM - Move two spaces or thirty seconds for all plays with
the following exceptions: incomplete passes, fair-caught punts, field goal
attempts, kickoffs not runback and touchdowns. Move only one space or fifteen
seconds for these exceptions.

Move only one space or fifteen seconds for these exceptions.
Also timeouts may be used to reduce the timing of any play to 15 seconds or
movement of one space. Each team is allowed three timeouts per half.

OUT OF BOUNDS

During the last 5 minutes of each
half a player can try to get out of bounds on certain plays.The play called must be an End Run, Flat
Pass (not look-in) or short pass.The
offense should indicate if he wants to try to get out of bounds before rolling
the dice.If the white die is an even
number then the player gets out of bounds and the clock moves just 15
seconds.If the white die is an odd
number then he was not able to get out of bounds so the play takes 30 seconds
(the coach can still call a timeout or have the QB spike the ball to save
time).When a reading of “Receiver”
occurs on pass plays roll all 3 dice again and determine the result of the
play.If it is a reception check for
the possible fumble prior to determining if the player makes it out of bounds
(see the Fumble rules for Receiver Fumbles).If the ball was not fumbled then use the same white die reading
to determine if he was able to get out of bounds.Note: This option can only be used for plays that would have
normally taken 30 seconds off the clock (when playing with penalties some of
these plays take just 15 seconds already).

2-MINUTE
CLOCK

In the last 2 minutes of each half
switch over the 2:00 clock.The clock
is divided into 18 sections, each which take about 7 seconds.For plays that take 15 seconds move the
clock two spaces (or “ticks”).For
plays that take 30 seconds move the clock 4 ticks.For incomplete passes and plays that get out of bounds always
move the clock just 1 tick.Also, for all kickoffs move the clock just 1 tick. Note: On all plays where a penalty is called
move the clock just one tick. Prior to moving the clock at the end of
each play one of the following strategies may be employed (Note: the minimum
time that any play can take after these adjustments is 1 tick, and you cannot
use more than one of these strategies on any given play):

·The offensive team can call “hurry up”.The play that just occurred will take one
less tick off the clock.

·The offensive team can spike the ball.The play that just occurred will take 2 less
ticks off the clock.

·Either team can call for a time out.The play that just occurred will take 3 less
ticks off the clock.

In the last 2 minutes of the 4th quarter move the clock 6
ticks if all of the following is true:

·The
offense has the lead before
the play begins.

·They
run the ball and it stays in-bounds, or complete a pass that stays in-bounds,
or kneel with the ball.

·No
timeout is taken at the end of the play.

·The play
result is not a scoring play (in this case use 2 ticks).

·The play
is not a change of possession or penalty (in these cases use 1 tick).

CHANGE
OF POSSESSION

Since the clock stops on change of
possession, all change of possession plays use 15 seconds on the regular game
clock and one tick on the 2:00 clock.

TIMING
OF SACKS

In the NFL a sack stops the clock,
but inside the 2:00 mark the clock restarts as soon as the ball has been
spotted.Therefore, sacks use 15
seconds on the regular game clock and three ticks on the 2:00 clock.

QB
SPIKE

Use when you wish to stop the clock
without a timeout in the last 2 minutes of a half.At the end of each play the QB has a chance to spike the
ball.First, reduce the previous play
timing by 2 ticks (down to a minimum of 1 tick).Then roll three dice; if the white die is a 1 and the red dice
total 12 then the ball is fumbled.The
fumble occurs one yard behind the line of scrimmage.Roll for recovery.The
clock moves 4 ticks on a fumble recovered by the offense, 1 tick if the defense
recovers.If the ball is not fumbled
then the team hurries up to the line and the QB spikes the ball – this does not
take an additional tick.The spike does
not count as an attempted pass in the game statistics.The offense loses a down and play
continues.

HURRY
UP OFFENSE

On plays where the clock continues
to run the offense can elect to “hurry-up”.First, reduce the previous play timing by 1 tick.Since the offensive team has hustled to the
line of scrimmage neither team can make substitutions or
change their formations (however, the offense can choose whether or not to use
the shotgun and the defense can choose whether or not to safety blitz).Play continues as normal.This strategy cannot be used after a change
of possession, incomplete pass or timeout.This option can only be used in the last 2-minutes of each half.

QB
TAKES KNEE

You can have your quarterback take
the snap and kneel down to help run out the clock at the end of the game.To do this Roll three dice.If the white die is a 1 and the red dice
total 12 then roll the white die again – if it is a
1 again then the ball is fumbled.The fumble occurs one yard behind the line of scrimmage.Roll for recovery.The clock moves 4 ticks on a fumble recovered by the offense, 1
tick if the defense recovers.If the
ball is not fumbled then consider this play a 1-yard loss and move the clock 4
ticks (or 1 tick if a timeout is taken by the defensive team).This option can only be used in the last
2-minutes of the half.

PASS RUSH, QB SACK AND DUMP-OFF RULES

The pass rush system is based on the individual blocking
abilities of linemen and running backs and the pass rush ability of defensive
linemen and linebackers.

The black die is rolled at the beginning of each play. The
black die is not rolled with any additional dice rolls generated from the
initial roll (except to determine Receiver fumbles and QB Sack fumbles). A
blank reading or an X reading (assuming the penalty system is not being
utilized) indicates that play proceeds normally. However, if the black die
reading reveals a "D", a possible pass rush situation has occurred. A
PASS RUSH OCCURS ONLY WHEN A "D" COMES UP ON THE SPECIAL BLACK DIE IN
A SHORT OR LONG PASS SITUATION IN WHICH THE DEFENSE HAS CORRECTLY GUESSED
"PASS." In all other situations (a run or a pass play where the
defense has incorrectly guessed run), if the special black die reading is a D,
X or blank, play continues in a normal manner.

Let us assume that a black die D reading, a white 4 and a
colored dice total of 6 is rolled in a short pass situation guessed correctly
by the defense. A three-step process begins:

1. Identify involved
players -refer to left-hand side of both offensive and defensive rating
cards with white die number. In regards to offensive rating card, refer to
proper column based on opponent's defense (3-4 or 4-3).

2. Once players are
identified, refer to the pass rush ability rating for the involved
defensive player and the pass block ability rating for the involved offensive
player. Their values may be found to the left of each involved players' name on
rating card.

For example (assuming the above dice roll results and a 4-3
defense) a white 4, indicates the defensive right end (found on the left-hand
side of the defensive team's rating card and the offensive left tackle (found
in the 4-3 defense column of the offensive team's rating card). Referring to
the ability values of each player, let us assume that the defensive right end
is an 8 as a pass rusher and the offensive left tackle is a 5 as a pass
blocker. Refer to the advanced pass rush chart. Please note that the series of
numbers going down the left side of the chart refer to the pass block ratings
and the numbers across the top refer to the pass rush ratings. The numbers
within the chart are based on the colored dice total and indicate whether a
sack has occurred. Find the correct combination of the pass block rating and
pass rush rating and read across to the right of the colored dice total for the
result. In this instance a colored dice total of 6 for an 8 pass rusher and a 5
pass blocker reveals a sack. A sack has occurred.Please see “Sack - Yardage Lost & Possible Fumble” to
determine the amount of yardage lost on the sack.If the colored dice total had been 10 instead of 6, a sack would
not OCCUR. As the quarterback was not sacked in this instance, the offensive
coach rolls 3 dice for pass results (excluding the black die). Play proceeds in
normal fashion.

Several superior pass rushers have two ratings -their normal
rating and an asterisk rating (for example (7*) 12). Refer to his normal rating
(in this instance, 12) when he becomes the involved player via his position
being identified by the white die reading. Refer to the asterisk rating if the
white die reading indicates an asterisk. Use this particular player's rating of
7 in this instance. If two or
more players on a defensive team have asterisk ratings and an asterisk
player's ability is required, alternate
or randomly choose between them.

NO SACK OCCURS IF:

·There are no players in the defensive lineup with an
asterisk rating and an asterisk rating is needed.

·There are no linebackers blitzing and the required
rating is that of the "highest rated blitzing linebacker" (high LB).

·There are 0 or 1 linebacker(s) blitzing and the
required rating is that of the "second highest rated blitzing
linebacker" (second high LB).

Please refer to the “Blitzing
Linebacker Adjustment Chart” to determine how linebacker(s) can increase the
rating of the individual pass rusher. For example, in a 3-4 defense with
the highest rated blitzing linebacker (whose pass rush rating is 4) as the
indicated pass rusher, two additional blitzing
linebackers would increase his rating to 6. However, blitzing
linebackers have no effect on the pass rush rating within their own 10-yard
line. For example, with the offense on the opponent's 9-yard line, blitzing
linebackers would add nothing to the rating of the indicated player.

Sometimes a good pass rusher will disrupt the offensive
blocking schemes which results in another player getting a sack.Whenever a sack is generated by a pass
rusher who’s adjusted pass rush rating is 8 or more roll 2 dice and refer to
the Sack Reassignment Table to determine who gets credited with the sack.IfPart A of this table says to reassign the
sack then roll 1 die and refer to Part B to determine which player gets
credited with the sack.

SACK – YARDAGE LOST & POSSIBLE FUMBLE

If a sack occurs, roll all 4 dice
again.The red dice total will yield
your loss.For example, if the red dice
total 11, there is an 11 yard loss on the sack.If an X comes up on the black die a possible fumble may occur
(normally an X indicates a penalty when using the optional penalty system,
however a penalty can only occur on the first roll, not when checking for the
sack yardage).Refer to the rolled
white number to see if a fumble has occurred.You would look at the receiver and QB Fumble Rating found on the bottom
of the Offensive Team Rating card and adjust it according to the TEAM REC/QB FUMBLE RATINGS
ADJUSTMENT CHART.For example, if
a team has a fumble rating of 1-3 then referring to the chart you will see that you should use 1-5 when
checking for QB sack fumbles.Using
this example say thata white die reading
of 5 occurs, the quarterback has
fumbled.A white die number of 6 would not yield a
fumble.If a fumble occurs, roll 2 dice
to see who has recovered it (see the Fumble section of the rules).

OTHER NOTES

·In a passing situation, if a defender is in the act of
blitzing, and his ability rating is needed to determine the results of the
play, the pass is considered automatically completed for the stated yardage.

·Linebackers must be blitzing in order to be credited
with a sack.

·If an offensive player’s pass
block rating is needed, but that player is the target of the pass, then use “0”
for the pass block rating since he is no longer at the line of scrimmage.

DUMP-OFF PASSES

Whenever a
“D” is rolled on the black die for short or long passes, and the Defense
calls “Pass”,if no sack occurs
then the QB is flushed out of the pocket.

When a QB is
flushed from the pocket one of four things will happen.Either he will be forced to run, he will
force a bad throw (interception), he will scramble and complete a pass to the
intended receiver or he will throw a dump-off pass to another receiver.To see which result occurs, roll the white
and red dice again and consult the appropriate card (Quarterback or team
defense card) in the normal fashion.If
a split occurs roll to see which reading is used.However, if a “receiver” reading occurs do not roll on the
receiver’s card.If a “Must Run” or an
interception occurs then accept that result – the play is over. In addition, if
a completion occurs directly onthe
Quarterback’s card then accept that result – the play is over.However, if any other reading occurs (such
as a completion from the defense card, an incomplete pass or a “receiver”
reading) ignore the play result – the Quarterback must throw a dump-off
pass to a randomly selected receiver.

A dump-off
pass will always use the "0-men" column in the flat column of
the Defense card and the Right column on the offensive player’s card.Roll the white and red dice again and refer
to the “Dump Off” chart to determine the target of the dump-off pass.If the player indicated on the Dump Off
chart was the primary receiver, or if he is double-teamed or he is not in the
formation being used, then use the Alternate List to determine which receiver
gets the dump-off (choose the first player on the list who is in the formation,
andwas not the primary target and not
double-teamed).The white die indicates
which zone the dump-off is thrown to: 1-2: left flat zone, 3-4: lookin zone,
5-6 right flat zone.Once the receiver
and location have been determined, re-roll all three dice and refer to the
proper flat pass column to determine the result of the dump-off pass.EXCEPTION: In the last 30-seconds of each
half never refer to the Dump Off chart.Instead follow normal short or long pass rules to determine the outcome
of the pass (remember, to use the "0-men" column in the flat column
of the Defense card and the Right column on the offensive player’s card).NOTES: This rule does not apply unless a
“D” is initially rolled on the black die.In other words, when using a safety blitz and a blank is rolled on the
black die you would check for the sack but you would not use the Dump Off
Rules.This rule also does not apply
when the offensive team is inside the 10-yard line.

UPDATED SACK RULE

The Updated Sack Rule is an
optional rule that works very similarly to the Super Advanced Pass Rush
system.The differences between to the
two systems is that the Updated Sack Rule introduces sacks for flat passes,
recognizes differences between the pass rush for a short and long pass, and
makes adjustments for when a receiver is double-teamed (which can result in
more sacks).

The Updated Sack Rule is
percentile dice based (two 10-sided dice that are not included with the board
game would be necessary to use this system if it were to be played with the
board game).

The procedure for long and short
passes is exactly the same as in the Super Advanced system except you consult
theUpdated Sack Rule Pass Rush Chart
using the ratings of the indicated playersThree numbers are listed in each section of the chart.They represent the sack percentage for
long/short/flat passes respectively.For
example, a short pass with a Pass Rush Rating of 13 and a Pass Block Rating of
4 results in a sack percentage of 90 as shown in the Updated Sack Rule Pass Rush Chart.The Pass Rush Rating row that you consult is
modified according to the Updated Sack Rule adjustment chart.

IMPORTANT NOTE: If you are checking for a sack as
a result of a Safety Blitz then consult the Safety Blitz Pass Rush Chart
instead of the Updated Sack Rule Pass Chart to find the sack
percentage.Using the same example
shown above, on the Safety Blitz Pass Rush Chart you would find that the sack
percentage is 55 for a short pass with a Pass Rush Rating of 13 and a Pass
Block Rating of 4.

Sacks for flat passes follow the
same rules as for long and short passes (for example, “Pass” must be called by
the defense for a flat pass sack to occur), but with the following
exceptions.First, in order for a flat
sack to be possible there must be at least 5 men on the line of scrimmage (any
combination of defensive lineman, linebackers and free safety).Sacks cannot occur on dump-offs because the
sack chance was already missed when initially rolling the dice for the long or
short pass play attempt.The Safety
Blitz rule is modified for flat pass sacks as follows:A safety blitz sack situation for flat
passes only occurs on a roll of “D”, never when the black die is blank.

A few examples that show the
various aspects of the system follow:

A long pass is attempted.The defense is playing a 4-3, has correctly
guessed pass, has moved 2 linebackers to the line of scrimmage and has
correctly double-teamed the intended receiver.A “D” is rolled on the pass attempt indicating a possible sack.Using the white die reading of “1” and
referring to the Offensive and Defensive rating cards, the matchup is the DLE
(a 6 rated pass rusher) against the ORT (a 5 rated pass blocker).Referring to the Updated Sack Rule
Adjustments chart, we will add +4 to the pass rush rating because the defense
has 2 additional linebackers blitzing (in addition to the indicated man) and
another +2 because the receiver was correctly double-teamed.So the modified pass rush rating is 6+4+2,
or 12.Using 12 as the pass rush
rating, and cross-referencing that with the 5 pass block rating the sack
percentage in the chart is indicated to be 82.Now roll
the two percentile dice and if the result is from 1 to 82 then a sack has occurred.

A flat pass is attempted.The defense employs a safety blitz.The black die is blank.No sack is possible since on flat passes the
black die must be “D” in order for the safety blitz sack rule to take effect.

A flat pass is attempted against
a 3-4 defense.The defense has moved
one linebackers to the line of scrimmage.A “D” is rolled on the black die.No sack is possible because there are less than 5 total defenders on the
line of scrimmage.

A flat pass is attempted.The defense is playing a 4-3, has correctly
guessed pass, is showing blitz and has moved the free safety and all three
linebackers to the line of scrimmage.A
“D” is rolled on the pass attempt indicating a possible sack.Using the white die reading of “6” the Free
Safety (rated 10 by rule) is matched up against the BB who has a 5 pass block
rating. Referring to the Updated Sack
Rule Adjustments chart, we will add +6 to the pass rush rating because the
defense has 3 additional linebackers blitzing (in addition to the indicated
man).Using the modified pass rush
rating of 16, and cross referencing that with the 5 pass block rating the sack
percentage in the chart is indicated to be 40.Now roll
the percentile dice and if the results is from 1 to 40 then a sack has occurred.

DEFENSIVE FORMATIONS

DEFENSIVE FORMATION
CHART

The Defensive Formation Chart summarizes all of the
information found in this section.It
tells you detailed specifics about each defensive player’s role in each type of
defense.For example, reading down the
column “DIME 3-2-6” you will see note number 24.Further down the chart, you will find that note 24 indicates that
the defense must guess Pass to use this formation, and that it cannot be used
inside the defensive 20-yard line.

4-3 DEFENSE

This is the standard defense used by most teams.Here is how the players are positioned on
the playing board:

Left End and Left Tackle -in the areas marked Left End and Left
Tackle respectively.

Right End and Right Tackle -in the areas marked Right End and Right
Tackle respectively.

Left Linebacker - in the flat pass zone on the left side of the
playing board.

Right Linebacker - in the flat pass zone on the right side of the
playing board.

Middle Linebacker - in the look-in pass zone.

Cornerbacks and Strong Safety - in the short pass zone.

Free Safety – in the long pass zone.

The above formation provides you with ample strength in all
areas. Note that all players are defending specific areas or zones against
certain types of plays. The number of players defending each zone is obvious
with the exception of the linebuck and off tackle zones. The left tackle
defensive zone consists of the blitz area left of left tackle and left tackle.
The right tackle zone consists of the blitz area right of right tackle and
right tackle. The linebuck zone consists of both tackles and blitz area found
between the tackles. Note the difference in your defensive cards - they are
divided into two or three sections instead of just one, as in the elementary
game. Each section represents the number of linebackers defending a zone. You
would therefore refer to the column indicating the number of linebackers
defending that particular zone in which the offensive team has attacked. Also
note that you have ten offensive play selections on your advanced play
selector-several of which attack the right or left side of the defense.

You may move the following 4 defensive players as follows:

FREE SAFETY - (normally stationed in long pass zone) may be moved
to the short pass zone or any other zone.

MIDDLE LINEBACKER - (normally stationed in look-in pass zone) may
be moved to the blitz areas directly left, right and between both tackles. Additionally, the MLB may be moved to either flat pass zone.

LEFT LINEBACKER - (normally stationed in left side-flat pass zone)
may be moved to the blitz areas found directly left only of left tackle and
left end.

RIGHT LINEBACKER - (normally stationed in right flat pass zone) may
be moved to the blitz areas found directly right of right tackle and right end.

3-4 DEFENSE

The 3-4 defense is set up the same as the 4-3 defense with
the following exceptions: The left and right tackles are replaced by a nose
tackle who is placed in the linebuck blitz area (blitz area located between
left and right tackle designation). The middle linebacker is replaced by two
inside linebackers who are designated left inside and right inside linebackers.
The left inside linebacker must play in the left part of the look-in zone next
to the left outside linebacker and the right inside linebacker must play in the
right part of the look-in zone next to the right outside linebacker.

When playing with four
linebackers, the inside linebackers may be moved into either the tackle spot or
the tackle blitz area on their side of the field.The tackle spot guards against linebuck & off-tackle runs
only.The tackle blitz area guards
against off-tackle runs & can be used to blitz.Accordingly, the left inside linebacker may move into the left
tackle spot to guard against a linebuck or an off tackle run only.He may also be moved into the left tackle
blitz area to guard against an off tackle run or to blitz. He may also be moved
into the left flat pass zone to assist the left outside linebacker or to
provide flat pass coverage if the left outside linebacker blitzes. The right
inside linebacker would follow the same rules for the right side of the
defense.

The inside linebackers may blitz only when they play in
their respective blitz areas. For example, with both inside linebackers
blitzing, (each located in the off tackle blitz areas) a linebuck would result
in a reading of 0
linebackers (this is because when an ILB moves to a blitz zone, which is next
to the DE, not next to the NT, he isn't in the linebuck zone at all).
With both outside linebackers blitzing or double-teaming and the inside
linebackers playing in the flat pass zone, the running backs are still defended
by the outside linebackers. However, on any short or long passes to running
backs in this situation, if a reading of defender occurs, the pass is
automatically completed for the stated yardage. If one inside linebacker is
removed, the remaining inside linebacker becomes a middle linebacker who may
move according to the 4-3 defense.

Please note that the left
linebacker is the same as the left outside linebacker and the right linebacker
is the same as the right outside linebacker.For example, on the fullback’s card it indicates that the Left
Linebacker is assigned to cover the fullback for short and long passes.In the 3-4 defense this refers to the Left
Outside Linebacker.Also note that
substitutes desginated as linebacker may play both inside and outside
linebacker.

Note about Keying with a 3-4
Defense: A 3-4 defense must have have themaximum number of players in the zone for the key to work:

·End-Runs are not effected
by this rule

·For Line Bucks the defense
needs to have a defender in the Left-Tackle and Right-Tackle positions in order
for the key to be successful.

·For Off-Tackles the defense
needs to have a defender in both the Off-tackle Blitz zone and the Off-Tackle
zone in order for the key to be successful (of course they have to be in the
correct side of the field).

SWITCHING BETWEEN THE
3-4 AND 4-3

You may switch between a 3-4 and a 4-3 at any time and you
do not have to call pass when you switch.In pass situations refer to the chart found on the roster sheet.In addition, follow these rule changes:

·TEAM THAT NORMALLY PLAYS 4-3 SWITCHING TO A 3 MAN LINE:
Use whichever tackle you prefer as the nose tackle.

oIf the reading “defensive RT”,“defensive LT” or “defensive tackle”is called for refer to the rating of the
player who occupies the nose tackle position, however subtract one from his
defensive rating.

oWhen a linebuck or off-tackle run occurs with 2
linebackers in the zone refer to the “1 LB” column on the team defensive cards.

oWhen a linebuck or off-tackle run occurs with 0 or 1
linebackers in the zone refer to the “0 LB” column on the team defensive cards.

oUsing a colored pencil, make these changes on the
defensive card, to be used only when playing the 3-4:Put a 
symbol on the Linebuck 0LB roll of 7, a  symbol on the Linebuck
0LB roll of 8, and a  symbol on the Off Tackle 0LB roll of 8. (These are used
in lieu of the existing  symbol which is used when playing in a 4-3 defense).

oDecrease the pass rush ratings of all players by 1.

oUse the 3-4 style pass rush when determining which
defender will try for a sack (refer to the team defensive ratings card of a
team that normally plays a 3-4 under the heading “3 – 4 DEF” to make this
determination).

·TEAM THAT NORMALLY PLAYS 3-4 SWITCHING TO A 4 MAN
LINE:Move the nose tackle to one of
the tackle positions and insert another tackle at the other position.

oIf the reading “defensive NT” comes up on a dice roll
of 5 refer to the rating of the player who occupies the right tackle position,
however subtract one from his defensive rating.

oIf the reading “defensive NT” comes up on a dice roll
of 9, refer to the rating of the player who occupies the left tackle position;
however subtract one from his defensive rating.

oUsing a colored pencil, make these changes on the
defensive card, to be used only when playing the 4-3:Ignore the  symbol found on the Linebuck 0LB roll of 7, replace
the symbolfound on the Linebuck 0LB roll of 8 with a 
symbol and ignore the  symbolfound in
the Off Tackle 0LB roll of 8.

oIncrease the pass rush ratings off all players by 1.

oUse the 4-3 style pass rush when determining which
defender will try for a sack (refer to the team defensive ratings card of a
team that normally plays a 4-3 under the heading “4 – 3 DEF” to make this
determination).

·By using these adjustments all defensive formations may
be used by any team,whether they
normally play either a 4-3 or a 3-4 defense.

·A player’s rating is not reduced if he has a rating at
the position he is switching to.Take
for example a player who starts at LT on a team that normally uses the
4-3.If he is also rated at NT then use
the rating that was assigned to him when switching to a 3-4.However, if he is not rated at NT then
follow the above instructions by subtracting one from his defensive
rating.NOTE: “Tackle” is used to
describe a player who is rated to play either LT or RT (it does not mean he is
rated to play NT).

3-3-5 NICKEL DEFENSE

Starting with a 3-4 defense, replace one of the inside linebackers
with a defensive back. Place additional defensive back in short or long pass
zone. When utilizing this alignment, the defensive coach may call a pass or run
defense. The fifth defensive back will be responsible for any wide receiver not
covered by a defender.This can be used
by a team that normally plays a 4-man line (see adjustments above).

Important note: If you want to
call “Run” from a 3-3-5 formation you must position the FS on the line of
scrimmage.

4-2-5 NICKEL DEFENSE

Starting with a 4-3 defense, replace middle linebacker with
a defensive back who may be placed in the short or long pass zones.When utilizing this alignment, the defensive
coach may call a pass or run defense. The fifth defensive back will be
responsible for any wide receiver not covered by a defender.After the offensive coach has selected his
play, the defense might consider moving the free safety into the look-in zone
to keep the offense honest.This can be
used by a team that normally plays a 3-man line (see adjustments above).

3-2-6 DIME DEFENSE

Starting with a 3-4 defense, remove the two inside
linebackers and replace them with two defensive backs (who can be rated as a
LCB, RCB, SS, FS, CB, or DB).These
replacement defensive backs are extra defensive backs that normally will be
placed in the short and long pass zones.You must call “Pass” defense.This can be used by a team that normally plays a 4-man line (see
adjustments above).Whenever the
defense plays 6 defensive backs they should initially position 4 in the short
zone and 2 in the long zone.You cannot
use this formation inside the defensive 20-yard line.

4-1-6
DIME DEFENSE

Starting with a 4-3 defense, remove any two linebackers and
replace them with two defensive backs(who can be rated as a LCB, RCB, SS, FS, CB, or DB).The sole linebacker is initially placed in
the look-in zone (even outside linebackers are eligible to play the look-in
zone with this defense since this is a pass prevent defense and outside
linebackers are typically good at defending the pass).This linebacker may be moved to the blitz
areas directly left, right and between both tackles and to either flat
zone.He is responsible for covering
the Fullback.The nickel-back is
responsible for covering the halfback.You must call “Pass” defense.This can be used by a team that normally plays a 3-man line (see
adjustments above).Whenever the
defense plays 6 defensive backs they should initially position 4 in the short
zone and 2 in the long zone.You cannot
use this formation inside the defensive 20-yard line.

5-6 DEFENSE

The setup for this defense is slightly different, based upon
the base defense normally used by this team.

·If starting with a 4-3, replace three linebackers with
a defensive tackle and two defensive backs. Place defensive tackle in linebuck
blitz area (he is the NT) and place one defensive back in short pass zone and
one defensive back in long pass zone.

·If starting with a 3-4, replace the 4 linebackers with
2 defensive tackles and 2 defensive backs.Place the defensive tackles in the left-tackle and right-tackle areas,
place one defensive back in short pass zone and one defensive back in long pass
zone.

When utilizing this defense, the defensive coach mustcall a pass defense. In a pass rush
situation, increase the rating of the indicated player by one (for example a
defensive end with a pass rush rating of six becomes seven).Use the 5-6 Pass Rush Chart for pass rush
situations.The halfback and fullback are covered by the extra defensive
backs.Whenever the defense plays 6
defensive backs they should initially position 4 in the short zone and 2 in the
long zone.You cannot use this
formation inside the defensive 20-yard line.

DEFENSIVE STRATEGIES AND RULES

KEYING ON A RUNNING
BACK OR A QUARTERBACK

The offense may run a particular back as frequently as
desired.To combat this, the defensive
coach may key the runner.To key a
runner, place your disc on the appropriate defense (found on your advanced play
selector). Then, after the offense has selected its play, the Free Safety must
be moved to any open slot on the line of scrimmage to key on a running
back.If the keyed running back does
not run the ball then the Free Safety is considered out of the play and is not
counted in any defensive zones.In
order to use the KEY column the defense must correctly key the running back
and there must be at least one defender (linebacker or Free Safety) in
the blitz zone where the run occurs.

If the key is applied correctly, the offensive coach refers
to the KEY COLUMN for that particular play on the back's card actually running
the ball.Of course, you would only
refer to his KEY column if the white die is 1, 2, or 3. If the key is applied
to the wrong back, refer to the WRONG COLUMN for the particular play on the
back's card actually running the ball. In keying on a back, the defense will
stop a team from running a certain back frequently. Even though you key
correctly, this maneuver does not affect results derived from the defensive
cards - only manpower in the proper zone does.To further strengthen your defense against a run, you should bring up
one or more linebackers to anticipated running zones (this is particularly true
when keying).When you key on a back,
you must call a run defense.

If the correct running back is keyed but the defensive zone
is empty then use the “Right” column when referring to the running back’s
card.NOTE: When using the 3-4 the Nose
Tackle resides in the Linebuck blitz area.So for a Linebuck run against a 3-4 defense there must be a defender
positioned in the left-tackle and/or right-tackle slot in order to use the
Keyed column.Reminder: Quarterbacks
can also be keyed.

SHADOWING QUARTERBACK

This rule is designed to try and prevent scrambling
quarterbacks from running for a first down in obvious passing situations.To shadow the quarterback you must call a
Pass defense.Remove a linebackerfrom the board and announce you are
shadowing the QB.Any linebacker
maybe used to shadow, however if you
shadow with a linebacker who has coverage responsibility then his man will be
left open.If a “must run” reading
occurs then roll 3 dice when referring to the quarterback’s Must Run
column.Using the white die reading
refer to the Shadowing Quarterback Chart.If shadowing is successful, then the white die indicates how many yards
short of a 1st down he was: if the white die is a 1 then he is stopped 1 yard
short, if it is 2 then he is stopped 2 yards short, and if it is 3 then he is
stopped 3 yards short (these yardage figures are the best case scenario for the
offense – if the card reading indicates a worse reading then accept that
instead).For example, if the
linebacker is rated 5, and a 2 is rolled on the white die, then the QB is
stopped 2 yards short of a first down (however, if the reading from the card
results in more than 2 yards short from a first down, accept this result
instead).Shadowing can be usedin any down/yardage situation by the
defense.You cannot shadow inside the
defensive 10-yard line.Shadowing does
not affect any other play result other than the “must run”.If a “must run” does not occur then the
linebacker is considered out of the play and is not counted in any defensive
zones.

DOUBLE TEAMING A
RECEIVER

The offense may pass to any intended receiver as frequently
as it desires. To combat this, the defensive coach may double-team any
receiver. This is accomplished by placing your disc on the appropriate defense
(found on your advanced play selector) and sliding your free safety on the game
board over the double-teamed receiver (found at right-hand side of long pass
zone).When you double-team a receiver,
you must call a pass defense.

If you select the correct receiver the following rules
apply:

·The Free Safety moves automatically into the zone which
the pass has been thrown.For example,
if a short pass is thrown, move the free safety into the short pass zone. This
increases your manpower in the attacked zone.

·The offensive coach must refer to the RECEIVER
DOUBLE-TEAMED COLUMN (Rec 2-tmd) FOR THAT TYPE OF PASS ON HIS QUARTERBACK'S
CARD. Of course this would only occur if the white die reads 1, 2, or 3.

·If a reading of DEFENDER or DEFENSIVE BACK IN ZONE
occurs, the pass is automatically considered incomplete.

·If a reading of RECEIVER occurs, refer to the 2-tmd
column on receiver's card.

IF YOU FAIL TO SELECT THE PROPER RECEIVER, the free safety
is considered out of the play and is not counted in any defensive zones. IF THE
QUARTERBACK'S CARD COMES INTO PLAY, YOU WOULD REFER TO THE RIGHT COLUMN FOR THAT
SPECIFIED PASS.

DB’s can double-team any opponent.Follow the same rules as described for Free Safety above.You cannot double-team with a defensive back
that has coverage responsibilities.Only one defensive back may double-team at a time, however the Free
Safety can also double team so that a total of two opponents may be
double-teamed.

PASS PREVENT DEFENSE

This defense allows one or two linebackers to drop back (out
of the flat/look-in zone) into deep double-coverage.To use the Pass Prevent defense you must call a pass defense.

In order to prevent the offensive coach from throwing short
and long passes, you may double team his flanker, split end and/or tight
end with your linebackers in the following manner:

The LLB or LOLB can double-team the Flanker.The RLB or ROLB can double-team the Split
End.The MLB and Inside Linebackers can
double-team Tight Ends, but when using the 3-4 defense the linebacker must be
on the same side of the field as the Tight End his is double-teaming.Linebackers may not double-team any other
potential receiver with
the following exception: Against formations with 3 or 4 Wide Receivers an
Outside Linebacker (RLB, ROLB, LLB, or LOLB) can double-team the 3rd
or 4th Wide Receiver if they are on his side of the field.

If the offense throws a short or
long pass to a receiver who is double teamed by the linebacker the
following rules apply:

·The offense must refer to the Receiver Double-Teamed
column (Rec 2-tmd) for that type of pass on his quarterback’s card.Of course this would only occur if the white
die reads 1, 2, or 3.

·If a reading of DEFENDER or DEFENSIVE BACK IN ZONE
occurs, the pass is automatically considered incomplete.

·Unlike double-teaming with the free-safety, if a
linebacker double teams a receiver correctly, he does not move into the zone
into which the pass has been thrown.

·If a reading of RECEIVER occurs, refer to the right
column on the receiver's card instead of the double teamed column (Rec 2-tmd
column)

A maximum of two linebackers may double team at any one
time, however the Free Safety can also double team if you wish, so that as many
as three opponents may be double-teamed when using the Pass Prevent
defense.It is important to remember
that when they double-team, linebackers drop back and leave their flat/look-in
zones open – even to the man they are double-teaming.Linebacker double-teaming is effective against short and long
passes only, that is why this rule is referred to as “Pass Prevent
Defense”.

IF YOU FAIL TO SELECT THE PROPER RECEIVER, the linebacker is
considered out of the play and is not counted in any defensive zones.If a linebacker's ability rating is needed
in regards to a receiver other than the one he has double-teamed, the pass is
automatically completed for the stated yardage.

Note: You might find the “dime” defensive packages (the
3-2-6 and 4-1-6) preferable to this defense, as they more closely resemble the
types of pass prevent defenses currently being used in professional
football.

OTHER DOUBLE-TEAMING
& PASS PREVENT RULES

If the ball is thrown to a receiver who is not double-teamed
then all defenders who are double-teaming are considered out of the play and
are not counted in any defensive zones.In this case you refer to the “Right” column for the quarterback and
receiver.

·You cannot mix-and-match Linebacker and Defensive Back
double-teaming.You can either
double-team with any one or two linebackers (plus the Free Safety, if you
choose) or you can
double-team with a single defensive back (plus the Free Safety, if you choose).

·Reassigning coverage responsibility – If a linebacker
with coverage responsibilities is used to double-team another player, or is
blitzing, his opponent is left open.You can use the free safety or an extra DB to “double team” this
opponent.Actually, what you are doing
is reassigning this DB as the primary defender, however some double-teaming
rules still apply.If the ball is
thrown to this receiver then the defensive back automatically moves into the
zone where the pass has been thrown.Refer to the defensive back’s defensive rating when a reading of
“defender” occurs.Also, refer to the
Right column on both the quarterback and receiver cards.If the ball is not thrown to this receiver
then the DB is out of the play and is not counted in any defensive zones.

·When a linebacker double-teams a receiver, he
automatically vacates his flat pass zone to all receivers (including the
receiver he has double teamed). Therefore, if a pass is thrown to the
linebacker's vacated flat pass zone, one refers to FLAT PASS-0 MEN with one
exception: if the free safety is “double teaming” the receiver normally
assigned to that linebacker (see preceding bullet point “Reassigning coverage
responsibility”), then refer to FLAT PASS-ONE MAN.

·If
a pass completion to a double-teamed player is being overridden to be an
incomplete pass due to the double-team, and the pass would go for negative
yardage, then don't override the completion - let it stand as-is since the
negative yardage play is worse than the completion.

SHORT YARDAGE DEFENSE

In order to prevent the offensive coach from gaining a first
down in a short yardage situation, you may setup your defense in the following
manner: After the offense has selected its play, call a short yardage run
defense and move all of your linebackers into selected blitz areas; straddle
both cornerbacks between the flat pass zone on their side and the short pass
zone; straddle your strong safety between the look-in pass zone and the short
pass zone; and move your free safety into the short pass zone.

Your cornerbacks are now responsible for the flat pass and
the strong safety for the look-in pass. Thus, if a flat or look-in pass is
thrown, and the white die is a 4, 5, or 6, refer to FLAT PASS-ONE MAN. If a
short pass or long pass is thrown, and the white die is a 4, 5, or 6, refer to
SHORT PASS-3 MEN and LONG PASS-0 MEN respectively. If a reading of “LB in zone”
occurs on an attempted flat or look-in pass,use the Left Cornerback’s defensive rating for the left-flat zone, the
Strong Safety’s defensive rating for the look-in zone and the Right
Cornerback’s defensive rating for the right-flat zone

Reduce all Defensive Back ratings by one, including
“Linebacker in Zone” readings since the cornerbacks and strong safety are
responsible for covering the flat/look-in zones.Since the linebackers are up on the line of scrimmage the HB
& FB are considered Open for passes.

When you use the Short Yardage Defense, you must call a run
defense.You cannot key on a running
back when using this defense.This
defense cannot be used inside your 10-yard line (you don’t need this defense
because inside your own 10 the linebackers are always positioned on the line of
scrimmage since the do not have to cover the flat/look-in zones).

Note: When using any of the following
offensive formations against a Short Yardage Defense the rules where the Free
Safety automatically moves into passing zones are still in effect: 3RB/2TE,
TE Offense and Full House Backfield.For example, say the offense throws a flat
pass to the Split End while using a Full House Backfield and the defense is
playing Short Yardage.In that case if
the result is to be read from the Team Defense card then refer to the FLAT PASS
2 MEN column instead of the 1 MAN column because the Free Safety has moved into
the passing zone.

SAFETY BLITZ

The defense announces he is “showing blitz”.This is done at the same time he announces
his formation, which is prior to the offense selecting its play.After the offense has selected its play, the
defensive coach can move his free safety to the line of
scrimmage (any open slot – not just the blitz slots) if the blitz is on,
or to any zone on the field if it is not.In all cases, even if the safety does not blitz, if the Å(aka “sniper scope”) reading occurs consider
that a Long Gain.

If the safety actually blitzes, a sack does not occur and
the offense throws a long pass then always refer to the “LONG PASS - 0 MEN”
column of the defensive card no matter how many defenders are positioned in the
long pass zone (Note:see Throwing For
The End Zone Between The 10 and 19-Yard Line for an exception to this rule).

The defense can call either call “Pass” or “Run” after
showing safety blitz, but naturally “Pass” must be called if the blitz is
on.If the offense tries a short or a
long pass, and a blank or a “D” is rolled on the black die you check for a sack just
as you would in a normal pass rush situation, except consult the Safety Blitz Pass Rush Chart
instead of the Updated Sack Rule Pass Chart.Treat the Free
Safety as an (10*) 0.His rating of 10 is used only on white die rolls of
6.Make all normal adjustment for
blitzing linebackers (do not count the safety as a linebacker).

Safety
Blitz Note: Whenever a blank reading is rolled on the black die, 3 is the
minimum Pass Block rating to be used for any player when consulting the Sack
chart.Note: this rule was rescinded as part of the Version 8 rule
changes.

The Safety Blitz cannot be used if the free safety is
assigned coverage responsibilities.Against a run, treat a blitzing free safety in the same manner as a
blitzing zero-rated linebacker.

The safety blitz is a high-risk, high-reward strategy.You have a very good chance of sacking the
quarterback when using it, however if the sack does not occur you have exposed
yourself to giving up a long gain.

LINEBACKER-RUN
CONTAINMENT

Designed to deter the offense from calling runs in third
down passing situations. IT IS ASSUMED TO BE AUTOMATICALLY PART OF YOUR DEFENSE
ALIGNMENT IN THIRD OR FOURTH DOWN SITUATIONS ONLY IN WHICH FIVE OR MORE YARDS
ARE NEEDED FOR A FIRST DOWN. The defense may call a pass or run and play a
three-, four-, or five-man line.

If the offense calls a run to an area in which the
linebacker is playing his normal position (playing in flat pass or look-in zone
areas) and the white die roll is 1, 2, or 3, then the run containment rule is
in effect. You must refer to the Run Containment Chart to see if the linebacker
stops the runner short of the first down.If the runner is stopped short of the 1st down then the white die
indicates how many yards short of a 1st down he was.For example, if the linebacker is rated 5 and a 2 is rolled on
the white die then the runner is stopped 2 yards short of a first down.However, if the reading from the card
results in more than 2 yards short from a first down, accept this result
instead.Continuing with the same
example (where a 2 is rolled on the white die) let’s say this occurred in a 3rd
and 8 situation and that the runner's card yields a no gain result, accept this
figure rather than crediting the runner with a 6-yard gain.

If the linebacker involved has vacated his normal zone (for
instance, he is stationed in a blitzing position or double-teaming a receiver),
no adjustment is made to yards gained on play. This rule only applies to
results read off running cards and may not be used within a team's own
defensive 10-yard line. Results derived from defensive cards remain the same.

If the linebacker has been moved from his flat/look-in zone,
but a defensive back has been placed there, then containment can still occur
since there is a man stationed in that zone.For an Off-Tackle run vs. the 3-4 the inside linebacker on that side
of the field must be in the look-in zone for containment to be in
effect.For a linebuck vs. the 3-4 both
inside linebackers must be back for containment to be in effect (use the higher
rated linebacker when consulting the chart).The preceding two sentences apply to the 3-4 formation but they do not
apply to the 3-3-5 nickel or 3-2-6 dime formations since those formations do
not use 4 linebackers. Linebacker-Run Containment does not apply to Must Run
readings from the Quarterback’s card (see the “Shadowing Quarterback” rule).

SYMBOLS FOUND ON
DEFENSIVE CARDS

 - If the symbol  follows a run and the
linebacker or free safety is not playing behind attacked area, an additional
10-yard gain results. If result is a short gain, add 10 yards to the result of
the short gain. If a linebacker or free safety is positioned behind an attacked
area, use stated yardage for result of play. Disregard  if ball is within
opponent's ten-yard line.

When using a 3-4 defensive formation if the 
symbol appears in the off-tackle run column there must be an inside linebacker
in the look-in zone on the same side of the field that the run is
directed to in order to prevent the additional 10-yard gain.When using a 3-3-5 defensive formation if
the 
symbol appears in the off-tackle run column always add 10 yards to the result
of the play no matter where the middle linebacker is positioned.


- Found on teams that play a 3-4 defense under linebuck. This rule is the same
as 
with the following exception. There must be two linebackers or one linebacker
plus the free safety playing behind attacked area or an additional ten-yard
gain results.Disregard 
if ball is within opponent's ten-yard line.

DEFENSIVE BACKS

Wide receivers can only be
covered by defensive backs, so you must have enough DB’s in the game to cover all
wide receivers on the field.In both
the 3-3-5 and the 4-2-5 one linebacker is removed for a defensive back.With the 3-2-6 and the 4-1-6 two linebackers
are removed for defensive backs.

If the replacement defensive back(s) do not have coverage
responsibilities then they can be moved to any passing area on the board (but
not to the line of scrimmage).If they
are moved into the flat/look-in pass zones consider them an additional
linebacker for purposes of determining the number of linebackers in the
zone.They can also be used to
double-team receivers (see double-teaming rules below).

Defensive Backs who are assigned coverage responsibilities
cannot double-team.They must be placed
in the short pass zone or the long pass zone.However, if you place a defensive back who is assigned coverage in the
long pass zone then the player they are assigned to cover is considered to be
open if they are the target of a pass in the flat/look-in or short pass
zones.

You can never place more than 4 defensive backs in the short
zone or 2 in the long zone.

Whenever there are 2 defensive backs
positioned in the long zone the defense must guess “Pass”.

FREE SAFETY

Against most offensive formations the Free Safety is not
assigned coverage.If the Free Safety
has coverage responsibilities he must be placed in the short or long pass zone
and he cannot double-team, key a runner or show Safety Blitz.If he does not have coverage
responsibilities then he can be moved to any area on the board.However, if the defense calls Pass it must
also be showing Safety Blitz in order to position the Free Safety on the line
of scrimmage.Exception: Due to the
compressed field, if the offense is inside the defensive 10-yard line then the
free safety can be placed on the line of scrimmage while calling pass whether
or not the safety is showing Safety Blitz.

If he is moved into
the flat/look-in pass zones, or he is placed on the line of scrimmage, consider
him an additional linebacker for purposes of determining the number of linebackers
in the zone.If the reading “LB in
zone” occurs on a run consider his defensive rating against the run to be
0.

He can also be used to double-team a receiver.When using certain offensive formations (for
example, 3 running backs and 2 tight ends) the Free Safety automatically moves
into the zone where the pass was thrown.However, if the Free Safety is positioned in a flat/look-in zone or on
the line of scrimmage, or if he has coverage responsibilities or is
double-teaming then this does not occur.

When Safety Blitzing, the safety can
be placed anywhere on the line of scrimmage (he can blitz from a blitz slot or
from a tackle or end slot).

LINEBACKER SHIFTING

A Middle Linebacker can be moved to either flat zone.Inside Linebackers can move outside to the
flat zone on his side of the field.Outside linebackers cannot move into the look-in zone.Refer to the Defensive Formation Chart for
complete details of allowable linebacker movement.You can never place more than 2 defenders in a flat or look-in
zone.

LINEBACKERS ON THE
DEFENSIVE LINE

If a linebacker who has coverage responsibility moves up to
the line of scrimmage (to blitz or play the run) then his man is considered to
be open for a pass.Exception: Inside
the defensive 10-yard line linebackers must be positioned on the line of
scrimmage.In this case his man is not
considered open unless the linebacker double-teams another receiver.

OPEN RECEIVERS

If a pass is thrown to a receiver left open (because his
coverage man is positioned on the line of scrimmage, positioned in the long
pass zone or is a linebacker who is double-teaming another player or shadowing
the quarterback) these penalties apply.For flat/look-in passes always refer to the Guessed Wrong column
on the Receiver card (do this even if Pass was correctly guessed by the
defense).For Short and Long passes,
when an open receiver gets a reading of “defender” from the defense card it
automatically results in the better result for the offense.

SPECIAL OPTIONAL RULES REGARDING FLAT/LOOK-IN PASSES

“OPEN ZONE = WRONG” RULE - Whenever a Flat/Look-in pass is thrown into an unoccupied
zone always consider the play to be guessed Wrong on both the quarterback's and receiver's cards.Important Note:If there is at least one linebacker blitzing with a 4-man line or at
least two linebackers blitzing with a 3-man line AND if there is no more than
one player double-teaming then this rule does not apply.

“EMPHASIZE 6 LB” RULE - Whenever there is a
single defender in the flat/look-in zone you must check his rating to determine
if you consult the "1 Man" or "0 Men" column of the
defensive card for a flat pass.Refer
to the “Defense Vs. Flat/Look-in Passes” chart.For example, if the LB is rated 0 then on a roll of 4 or 5 you
would check the "1 Man" column, on a roll of 6 you would check the “0
Men” column.

OFFENSIVE FORMATIONS

OFFENSIVE FORMATION
CHART

The Offensive Formation Chart summarizes all of the
information found in this section.It
details substitutes for the various offenses (compared to the standard Pro Set)
and notes about each specific offense.For instance, you can easily see that when using a “Tight End” offense
you substitute the 2nd Tight End for the Split End.By reading down the column, you see “FS FL Zone”,“Pass Rush -1” and “Off Onside End” apply to this
offense.They are described further
down the chart (“Pass
Rush -1” is not described – it simply means to subtract 1 from all Pass
Rush ratings when checking for a sack).

STANDARD PRO SET

The standard Pro Set offense includes a Half Back, Full
Back, Flanker, Split End and Tight End.This is a well balanced offense that is used by the majority of
teams.No adjustments are necessary
when playing with this formation.

BLOCKING
BACKOFFENSE

Using the standard Pro Set,
designate one of the two backs as the “blocking back”.The designated player must be rated as a
back (HB, FB, RB or BB) or as “Tight End” and he should
have a Run Block rating of 4 or greater (you can use
a 0 rated blocker, but we recommend that you do not since this would be
unrealistic).When using this
offense the blocking back cannot run the ball.Decrease all defensive player’s Pass Rush Rating by 1 (the minimum
adjusted rating is 1).In addition, if
the Offensive Onside End reading occurs on runs to the left side then use the
Blocking Back’s rating.Note: if a
Tight End is used as the Blocking Back his pass block rating is a 0.Restriction:If a "HB-only" has a "0"
Run Block rating then he cannot play Blocking Back.If a "HB-only" has a"4", "5" or "6" Run Block rating, and he
is positioned at Blocking Back, then reduce his Run Block rating by 1.For purposes of this rule, a "HB-only"
is a player rated to play at HB but not rated to play FB, BB, or TE.

FOUR WIDE RECEIVEROFFENSE

Replace the tight end with a third wide receiver (he is
covered by the SS) and replace a running back with a fourth wide receiver (he
is covered by the FS unless the defense goes to a dime or nickel package in
which case the extra defensive back covers him). The remaining back is designated as a fullback and he is covered
by the left outside linebacker.Reduce
all Run Block ratings by one.Increase
all Pass Rush ratings by one.

If the running back runs the ball, and for example, a
reading of “blocking back +5 or +1” occurs, then the run is for 1 yard since he
does not have another back in the game to block for him.If the running back is the intended pass
receiver and “blocking back” comes up as the indicated pass blocker, an
automatic sack occurs.For all other
situations where the blocking back’s rating is needed use the running backs
rating instead.

When an offense replaces its 2nd
running back with a wide receiver, it becomes much harder to run.So when using this formation if the offense
runs the ball, the defense guesses Pass and a “1” is rolled on the white die
then refer to the “Right” column on the Running Back’s Card.

THREE WIDE RECEIVERS,
ONE RUNNING BACK

Replace a running back with a third wide receiver (split end
or flanker). Indicate to the opposing coach position of remaining running back.
In passing situations free safety is responsible for third wide receiver. The
free safety may not double-team another player when defending against the third
wide receiver. If an additional defensive back is inserted into lineup, the
free safety is relieved of this responsibility. Reduce each individual
offensive lineman's and blocking back's run block rating by one.

If the running back runs the ball, and for example, a
reading of “blocking back +5 or +1” occurs, then the run is for 1 yard since he
does not have another back in the game to block for him.If the running back is the intended pass
receiver and “blocking back” comes up as the indicated pass blocker, an
automatic sack occurs.For all other
situations where the blocking back’s rating is needed use the running backs
rating instead.

When an offense replaces its 2nd
running back with a wide receiver, it becomes much harder to run.So when using this formation if the offense
runs the ball, the defense guesses Pass and a “1” is rolled on the white die
then refer to the “Right” column on the Running Back’s Card.

THREE WIDE RECEIVERS,
TWO RUNNING BACKS

Replace tight end with a third wide receiver. Procedure is
identical to three wide receivers, one running back offense except that strong
safety would be responsible for third wide receiver in passing situations;
thereby, permitting the free safety freedom of movement. If the blocking back's
ability rating is needed on a run by a quarterback, use the rating of the
highest rated back.

THREE RUNNING BACKS,
TWO TIGHT ENDS

Replace flanker and split end with third back and second
tight end respectively. Left cornerback and right cornerback are assumed to be
covering third running back and second tight end in pass situations
respectively. Increase each individual offensive linemen's run block rating by
one (maximum is six).

Decrease all defensive player’s Pass Rush Rating by 1 (the
minimum adjusted rating is 1).In
passing situations, the Free Safety automatically moves into the zone in which
pass has been thrown (this applies to any receiver). However, if the Free
Safety is positioned in a flat/look-in zone or on the line of scrimmage, or if
he has coverage responsibilities or is double-teaming then this does not
occur.If the defensive coach is
playing a short yardage defense and a short pass is thrown, assume the short
pass zone to be defended by four men. If the blocking back's ability rating is
needed on a run, use the higher rated of the remaining two backs. If the rating
is needed on a pass, use the highest rated blocking back.

TIGHT END OFFENSE

Replace the split end with a second tight end. Play
continues on a normal basis with one exception: If a pass is thrown to the
flanker, the Free Safety automatically moves into thezone in which pass has been thrown. However, if the Free Safety
is positioned in a flat/look-in zone or on the line of scrimmage, or if he has
coverage responsibilities or is double-teaming then this does not
occur.This is not a double team nor is
previous defensive call of run or pass affected. For example, with the free
safety positioned in the short pass zone, a long pass is thrown to the flanker.
The free safety automatically moves into the long pass zone. The aforementioned
described movement only occurs with passes to flankers. The right cornerback is
assumed to be covering the second tight end.Decrease all defensive player’s Pass Rush Rating by 1 (the minimum
adjusted rating is 1).

TWO TIGHT ENDS, TWO
WIDE RECEIVERS, ONE RUNNING BACK

Replace one running back with a second tight end. The right
outside linebacker is responsible for covering the second tight end. The
remaining running back is designated as a fullback and is covered by the left
outside linebacker. Decrease all defensive players’ Pass Rush Rating by 1 (the
minimum adjusted rating is 1).

If the running back runs the ball, and for example, a
reading of “blocking back +5 or +1” occurs, then the run is for 1 yard since he
does not have another back in the game to block for him.If the running back is the intended pass
receiver and “blocking back” comes up as the indicated pass blocker, an
automatic sack occurs.For all other
situations where the blocking back’s rating is needed use the running backs
rating instead.

NOTE: Ignore the Rule Revision printed on the roster sheet
for the “Two Tight Ends, Two Wide Receivers, One Running Back” offense.You may key on the Running Back at
any time (we have done away with the “no-key offense”).Unlike the rule on the roster sheet, a
player who is rated only at Blocking Back cannot be used as the second Tight
End.Note: We have also added a
separate “Blocking Back Offense” – see above.

FULL HOUSE BACKFIELD

Replace the flanker with a third running back. Play follows
normal procedure with two exceptions: In passing
situations, the Free Safety automatically moves into the zone in which pass has
been thrown (this applies to any receiver). However, if the Free Safety is
positioned in a flat/look-in zone or on the line of scrimmage, or if he has
coverage responsibilities or is double-teaming then this does not occur.Secondly, increase all individual offensive
linemen's and blocking back's run block rating by one (maximum rating is six).
The left cornerback is assumed to be covering the third running back in passing
situations. If the blocking back's ability rating is needed on a run, use the
higher rated of the remaining two backs. If the blocking back's ability rating
is needed on a pass, use the highest rated blocking back.

OFFENSIVE STRATEGIES AND RULES

INSIDE
THE 20-YARD LINE

The offensive team may not throw a
long pass or a flat pass inside the opponent’s 10-yard line.They may not throw a long pass inside the
opponent’s 20-yard line (see next section for an exception to this rule).

THROWING FOR THE END ZONE BETWEEN THE 10 AND
19-YARD LINE

This option may be used at any time
during the game, although it will most often be used late in the game when you
need to throw for the end zone.For
example, say you are trailing by a touchdown and it is 4th and goal
from the 17-yard line with time running out.Outside the defensive 20-yard line this is not a problem because you can
throw a long pass.Inside the defensive
10-yard line is also not a problem because a short pass will always reach the
end zone.However, between the 10 and
19-yard lines you sometimes find you cannot score, even with most short pass
completions.When in this situation you
can “throw for the end zone”.When
doing so, you use the Long Pass column to determine the outcome of the play
(this is an exception to the rule that states that Long Passes cannot be thrown
inside the 20-yard line).Due to the
compressed field always refer to the “2 Men” column on the team defensive card
when “throwing for the end zone” (Exception: against a safety blitz refer to
the “1 MAN” column).

WR
REVERSE & DOUBLE-REVERSE

The Split End is eligible for the
Reverse and the Flanker is eligible for the Double-Reverse.Reverses and Double-Reverses always end up with
the ball being run towards the right (strong) side.To indicate the play on your Advance Play Selector, place one
marker on the “Split End” or “Flanker” and another on“End Run, Your Right side, Your opponent’s Left side”.If the defense calls Pass and the right-side
flat & the right-end blitz zone (the defense’s left side) are both
unoccupied by a defender, then use the first column in the Wide Receiver
Reverse Chart (note: this column is subdivided into sections based upon the
receivers average gain).Otherwise, use
the second column.Important: When
rolling in the first column, roll all 3 dice.If the white die is a 1, 2 or 3 then read the result from the first
column (using the total of the red dice).However, if the white die is a 4, 5 or 6 then ignore the result in the
first column and obtain the result from the second column.

DRAW
PLAY

When selecting the draw play you
must call a Linebuck or Off Tackle run.If the defense guesses“Pass”
then all linebackers positioned on the line of scrimmage have been fooled on
the play – remove them from the playing board before determining the results of
the play.However, if the defense
guesses “Run” then the defense has diagnosed the play properly.In this case, refer to the “Keyed” column on
the running back’s card and the maximum LB column on the defensive cards. That
would be the “1 LB” column for teams that normally play a 4-3 defense, and the
“2 LB” column for teams that normally play a 3-4 defense.IMPORTANT NOTE: If the reading
“LB in zone”, “LB in right part of zone” or “LB in left part of zone” occur but
there is no linebacker in the zone then revert to the “0 LB” column for that
dice roll to determine the result of the play.

Linebacker containment rules still
apply when using the draw play.The
draw play can be used with the shotgun, but only with linebuck
runs.It cannot be used when inside the
opponent’s 10-yard line since linebackers are always at the line of scrimmage
in that area of the field.Normal rules
still apply for the 
and 
symbols when using the draw play.If
the wrong player is keyed when using the draw play you still refer to the
“Keyed” column because the defense has correctly guessed “Run”.Note: The draw play is designed to be
effective against a defense that is calling Pass and blitzing the middle or
inside linebacker(s).

SHOTGUN

Can be used with any formation
(announce it with the formation).Decreases all Pass Rush ratings by 1.When using the Shotgun the only runs that are allowed are Linebucks (by
any RB or QB), Linebuck Draw Plays and QB End Runs.

BLANK RECEIVER LONG
COLUMNS

If a receiver’s Long column is totally blank (no readings in
the Right or Wrong column) then he is not eligible to be the target of a long
pass.This rule does not apply to short
passes because virtually any player should be able to get 15 or so yards down
the field to receive a pass.

ADJUSTING RUN BLOCK RATINGS

In all situations where you must adjust a player’s run block
rating, be aware that these rating increase from 0 to 4, 4 to 5, and 5 to 6.

OPTIONAL RULE: EXCEEDING LONGEST RUSH OR RECEPTION

In regards to long gains on runs, we suggest that a player
may not exceed his longest rush one exception: If a player's longest rush was a
touchdown of 30 yards or more, he may exceed his longest rush. A player's
longest rush followed by a dot (found at the bottom of a player's running card)
indicates a touchdown run.For example,
if the result of a running play is a long gain of 75 yards and the runner in
question has a longest rush of 50 yards only,
his run would be 50 yards. If his longest rush was 50 followed by a dot,
his run would be 75 yards. This rule is suggested for pass receptions
also.IMPORTANT NOTE: This rule applies
to all readings found on the defensive card or the quarterback’s passing
card.It also applies to “SG”, “Short
Gain”, “LG” and “Long Gain” readings found on the offensive player’s card.It does not apply to numeric readings
(such as “+23”) found on the offensive player’s card.

The idea of this rule is
to limit long breakaway gains by players who did not achieve them in
real-life.However, it is assumed that
any pro-level player can achieve a minimum amount of yardage even if he did not
record that in real-life.So, for
purposes of this rule, the minimum “cap” applied to any play will be as
follows:Running plays – 5 yards,
Flat/Look-in passes – 5 yards, Short passes – 10 yards, Long passes – 25
yards.For example, a player who had a
longest rush of 3 yards rolls a 33 yard gain on the defensive card.That run becomes a 5 yard run (not a 3 yard
run).NOTE: The cap does not apply to
where interceptions are made by the defensive team but it does apply to where
fumbles are recovered.

BLOCKING BACKS

On offense, players rated as BB (or Blocking Back) cannot
run the ball unless playing in a two or three back offense.They must then play the fullback
position.Some blocking backs are not
given a running section on their cards.These blocking backs cannot run the ball under any circumstance.

In all two running back formations, the blocking back is
considered to be the running back not carrying the ball, or who is not the
intended pass receiver.For example,
say a player rated as a HB (halfback)is in the backfield with a player who is
rated BB (blocking back).Say the BB
runs the ball and the reading “blocking back +5 or +1” occurs.The blocking back, for purposes of this
play, is the HB since he is not carrying the ball.If the quarterback carries the ball the blocking back is
considered to be the higher rated blocker.

PLAYERS RATED AS “RUNNING BACK”

On offense, players rated as
“Running Back” can play either the halfback or fullback position.

PENALTY SYSTEM

The penalty system is an optional feature. If you choose to
use the penalty system, it will increase your playing time. However, in
utilizing the penalty system, additional realism will result. The utilization
of the penalty system necessitates the use of a fourth die.The fourth die or penalty die (special
black die) is rolled at the beginning of each play (kick, pass, or run). For
each play, the penalty die is not rolled with any additional dice rolls
generated from the initial roll. On a given roll, if the penalty die reading is
X, a penalty MAY occur. Complete the play before attempting to establish the
results of the penalty. Once the play is completed, roll ONLY the colored and
white dice. If the white die's reading is 1,2, or 3, refer to the penalty
section of the offensive team's specialist card. If the white die's reading is
4, 5, or 6, refer to the penalty section of the defensive team's specialist
card. In each instance, the colored dice total refers to the series of numbers
found in the penalty section of the specialist card.The following readings can be found in the penalty section of
the specialist card:

·OFFSETTING
PENALTIES - Penalties called on both teams, thereby, nullifying the play.

·BLANK READING
- No penalty occurs. Play results are not affected.

·OFFSIDES* or
OPPONENT OFFSIDES* - The team not penalized may accept the penalty (5 yds),
thereby, nullifying the play. Any penalty reading followed by an asterisk found
on the specialist card indicates an option for the team not penalized.
NOTES:

§Ignore these two readings on kickoffs (for both the
kicking and receiving team).

§Offsides against the offense is rarely called.Consider this an “Illegal Motion” penalty –
the play is whistled dead and an automatic 5-yard penalty is charged against
the offense.

·NUMBER ONE to
NUMBER SEVEN - Indicates a penalty against the team whose penalty section
of the specialist card is being read. For example, on an end run, a reading of
number two occurs to the team playing defense. Refer to the penalty chart to
the type of play (run) and the penalized team's present field situation
(defense). The result is a personal foul. If there is no asterisk following a
penalty reading, the penalty is automatically added on to the results of the
play.

·OPPONENT NUMBER
ONE to NUMBER SEVEN - Indicates a penalty against the team whose penalty
section of the specialist card is NOT being read. Refer to the penalty chart
for the penalized team in the same manner as above.

There are certain situations where the total yardage of a
penalty cannot be marked off. These situations pertain to both the offense and
defense and result in the penalty becoming half the distance to the goal line:

·A 15-yard penalty occurring within the 3O-yard line
(29-yard line to goal line).

·A 1O-yard penalty occurring within the 2O-yard line
(19-yard line to goal line).

·A 5-yard penalty occurring within the 1O-yard line
(9-yard line to goal line).

In these situations half the distance
to the goal line (rounding down) is marked off. For example, if a 5-yard penalty occurs to the offensive team on their 5-
yard line, move the ball back to the
3-yard line. This rule does not apply to defensive pass interference which is spotted at the end of the penalty
unless the penalty reaches or exceeds the goal line in which case the ball is
spotted at the 1-yard line.

An updated penalty chart is included
with the computer game rules.Use this
in lieu of the one found on the X-Chart.This new chart takes into account changes in the penalty rules that have
occurred since the original penalty chart was published.Other notes:

·Only plays marked by a pound sign(#) negate the play, so the play CANNOT
be accepted.All other plays can be
declined or accepted by the opposing team.

·Offsides on the Special Team Card CAN be declined
and the play accepted!

·Assessment of penalty on extra point or 2pt conversion:
If the penalty is on the defensive team the offense can retry from the 1 yd
line or enforce the penalty on the kickoff.If the penalty is on the offensive team options are to redo the play
(use the field goal range for the proper yardage for the PAT) or to enforce the
penalty on the kickoff.

·On kickoffs and punts roll the black Penalty Die only
one time – on the roll for the kick.On
the return the black penalty die is not rolled.

·For a penalty on a two point conversion use the section
relative to offense or defense for the play (Run or Pass), not the extra point
section.

·Ignore all concluding line of scrimmage penalties that
occur on scoring plays or when a turnover occurs.

INJURY AND FATIGUE RULES

INJURIES

If a three dice roll
results in a triple number (for example three 5's), an injury has occurred.
After you obtained the result of the play, refer to the injury section of the X
Chart, roll two dice and look under the column indicated by the initial triple
number roll. For example, if three 5's were initially rolled, refer to column
5-5-5. The results found here will establish which player has been
injured.(Note: An injured player with
specialist duties may continue to participate in his specialist role only).If the player to
be injured is not in the current formation refer to the Alternate Injury Chart
to determine the injured player.

An updated “Number of Games Injured” chart is attached,
which replaces the one found on the X-Chart.This chart takes into account the player’s real-life usage.First determine the players Injury Rating by
using the Injury Rating Chart.For
running backs calculate the injury rating using both calculations shown, and
use the higher of the two numbers.For
players who are not included in this chart, assume an Injury Rating of 12 if
they are listed as a starter or 8 if they are a sub.IMPORTANT: If the player is listed as a starter then use the
calculated injury rating or 12, whichever is higher.After determining the Injury Rating roll 2 dice and refer to the
Injury Chart.Example: A backup
flankerwho had 49 receptionsin a 16 game season would have an Injury
Rating of 10 (49 / 5 = 9.8 which is 10 when rounded).Let’s say this flanker was injured, and you rolled a 9 on the
Injury Chart.In this case looking at
column 10 for a dice roll of 9 on the Injury Chart would tell you that he would
be injured for 2 more games (in addition to the rest of this game).If this flanker was a starter his injury
rating would be 12, since that is the minimum to use for a starter. NOTE:
Ignore all injuries when they would leave the team without a player at that
position.

RUNNING BACK FATIGUE

The “Running Back Fatigue” rule helps limit the number of
runs each running back can attempt in a game.Refer to the Running Back Fatigue Chart to determine the number of
rushes per game each player is allowed before fatigue starts to set in.For example, a running back who had 125
rushes in a 16 game season would have no fatigue for his first 15 rushes, level
1 fatigue for his 16th & 17th runs, level 2 fatigue
for his 18th & 19th runs and level 3 fatigue
thereafter.Here are the penalties for
each fatigue level:

·Fatigue Level 3 -- Always refer to the “Right” column
in lieu of the “Wrong Column” and to the “Keyed” column in lieu of the “Right”
column.

QUARTERBACK END RUN LIMITS

Quarterbacks are allowed an unlimited number of Linebucks
and “Must Run” runs.However, each QB
is limited to a certain number of End Runs per game.Some QB’s are not allowed any – they have “Do not select this
play” printed in the End Run section.For other QBs refer to the Quarterback End Run Limits Chart to determine
the number of end runs allowed per game.For instance, a QB who had 57 running attempts in a 16 game season would
be allowed 2 End Runs per game (57/30 = 1.9 which is 2 rounded).After the 2nd End Run he becomes
a “Do not select this play” quarterback for the rest of the game.Any QB who has an end run column is allowed
at least 1 end run a game.For example,
if he had 12 rushes in a 16 game season he would still be allowed 1 end run
even though 12/30 = .4, which rounds to zero.

PLAYER
OVER USAGE

The computer game will have an option to limit player over
usage.When a player is over a certain
percentage of usage then that player may have to sit out a game.The default limit is 110% for quarterbacks.For other
positions the system is turned off by default, however if the system is used a
recommended limit would be 110% .A maximum of 2 players will be forced to rest each game – the two that
have the highest usage over and above their projected usage.Only one player from each category (running
backs, quarterbacks and receivers) will be rested.If resting a player would result in no players being available at
that position (due to injuries) then the player will not be rested.Player over usage does not take affect until
the 3rd game of the season.It is not
in effect for the last game of season or for the playoffs.

Important:A
player must be averaging at least one reception per game (for Receivers and
TEs), three rushes per game (for RBs) or five pass attempts per game (for QBs)
before being considered overused.

If a QB, TE or WR has a certain level of real-life usage
he will never be sat out by the overusage system.Please refer to the Over Usage Exemption Chart for the levels.

Example:After
figuring the percentage you must then figure each player’s projected total that
is above 100%.For instance, take a
running back who had 160 runs in 16 games in real-life.Say that fter 5 games of your replay he has
63 runs.He should have only 50 based
upon his real-life average of 10 rushes per game.He is 13 rushes over.

Let’s say all of the following players are above 110%
usage:There is one RB who is 30 runs
over his projected total usage, a QB at 25 passes over, another RB at 23 runs
over and and a receiver at 22 catches over.Let’s also assume there are two QB’s on this team and the other QB is
injured.We would rest the RB who is 30
runs over.We would not rest the QB
because he is the last one at his position.We would not rest the RB who is 23 over because we are already resting a
RB.Finally, we would rest the receiver
who is 22 over.

ABBREVIATIONS

BB - Blocking Back

C - Center

D, DEF - Defense, Defensive

ER - End Run

F - fumble

G - Guard

Int - Interception

LB - Linebuck

LCB - Left Cornerback

LE - Left End

LG - Left Guard (when position) or Long Gain (when play
result)

LILB - Left Inside Linebacker

LLB - Left Linebacker

LOLB - Left Outside Linebacker

LT - Left Tackle

MLB - Middle Linebacker

NT - Nose Tackle

O - Offensive

OT - Off Tackle

RCB - Right Cornerback

RE - Right End

Rec 2-tmd - Receiver Double Teamed

RG - Right Guard

RILB - Right Inside Linebacker

RLB - Right Linebacker

ROLB - Right Outside Linebacker

RT - Right Tackle

SG - Short Gain

SS - Strong Safety

T - Tackle

TE - Tight End

IMPORTANT REMINDERS AND
CLARIFICATIONS

·Inside the
defensive 20-Yard Line

oThe offense may not throw a Long pass (see “Throwing
for the End Zone between the 10 and 19-Yard Line” for an exception to this
rule).

oThe defense may not use formations with 6 defensive
backs (dime packages).

oNo defenders are placed in the Long pass zone.Up to 5 defensive backs can be used, however
4 is the maximum that can occupy the short pass zone, so don’t forget to use
the 5th player for other duties (such as double-teaming, safety
blitzing, keying a running back or to help cover a flat zone).

·Inside the
defensive 10-Yard Line

oThe offense may not throw a Long or flat/look-in pass.

oThe offense may not use the Draw Play.

oThe Dump-Off Rule is not in
effect.

oThe defense may not use formations with 6 defensive
backs (dime packages) or the short yardage formation.

oNo defenders are placed in the Long pass zone.Up to 5 defensive backs can be used, however
4 is the maximum that can occupy the short pass zone, so don’t forget to use
the 5th player for other duties (such as double-teaming, safety
blitzing or keying a running back).

oNo defenders are placed in the flat/look-in zones.Linebackers must be placed on the line of
scrimmage, however they can still be used to double-team.

oDo not make an adjustment for blitzing
linebackers on the Super Advanced Rush chart.

oLinebacker Run Containment is not used.

oThe defense cannot shadow the quarterback.

oIgnore the  and 
symbols.

·All look-in pass results of 0 or minus yardage are
considered incomplete.

·If a “D” is rolled in a pass rush situation (short or
long pass where defense has called Pass) first resolve the sack attempt.If no sack then re-roll the 3 dice for the
play.

·Yardage figures for runs or passes that touch or exceed
the goal line are considered touchdowns.

·All passes that exceed the back of the end zone should
be considered a touchdown.For example,
a 13 yard short pass (as read from the cards) from the 1-yard line is
considered a 1-yard touchdown.(This is
because the listed yardage also includes yards advanced after the ball is
caught).

·According to NFL rules, a touchdown occurs when a
player crosses the goal line.If a
fumble occurs at or past the goal line then the result is a touchdown.For instance, if the team is on the 3-yard
line and an “F +3” reading occurs that is considered a touchdown.

·( ) - Disregard
all readings found in parenthesis on running back cards.

·The  symbol requires one man in the flat pass zone behind
the running zone attacked, if not then add 10 yards to the play.The  requires two men, if not
10 yards are added.NOTE: IGNORE THESE
SYMBOLS INSIDE THE DEFENSIVE 10-YARD LINE.

·The Å(aka “sniper
scope”) reading is used with the Safety Blitz rules.

·Returns from the end zone (Kickoffs, interceptions)
that fall short of the 1-yard line are considered to be a touchback.

·When adding to and subtracting from the Run Block
Rating remember the ratings have the following sequence: 0, 4, 5, and 6.If the rating was 4 and you needed to
subtract one then the rating to use is 0.

·A safety occurs on all plays where a loss of
yardage brings the ball back to the offensive teams’ goal line or beyond.For instance, if a -2 result occurs from
your 2-yard line that is considered a safety.

·Interception returns and loose ball returns are
always optional.Instead of attempting
a return the team that has possession can elect to fall on the ball (the play
is called dead at that point).

·If an interception indicates yardage beyond the
back of the end zone then the ball is intercepted at the back of the end zone
and the player who intercepts it cannot attempt a return (it is a touchback).

·For interceptions that occurs anywhere between the
goal line and the back of the end zone an interception return can be
attempted.If the return yardage does
not bring the ball beyond the goal line then a touchback occurs.

PUNT BOUNCE CHART

DICE ROLL

BOUNCE

2

-5 hits member of receiving team –
fumble, roll for recovery!

3

-3

4

-1

5

+3

6

+5

7

+6

8

+7

9

+9

10

+10

11

+11

12

+12

BLOCKED KICK CHART

ROLL

RESULT

2

Offense recovers 2 yards behind
line of scrimmage

3

Offense recovers 5 yards behind
line of scrimmage

4

Offense recovers 12 yards behind
line of scrimmage

5

Defense recovers 7 yards behind line of scrimmage

6

Defense recovers 11 yards behind line of scrimmage

7

Defense recovers 9 yards behind line of scrimmage

8

Defense recovers 11 yards behind line of scrimmage

9

Defense recovers 6 yards behind line of scrimmage

10

Defense recovers 8 yards behind line of scrimmage

11

Defense recovers 13 yards behind line of scrimmage

12

Defense recovers 15 yards behind line of scrimmage

Note: The team that
recovers can attempt to advance the loose ball.

ADVANCING LOOSE BALL CHART

ROLL

ADVANCEMENT

2

SG

3

0

4

+7

5

+ 1

6

-1

7

+3

8

-2

9

0

10

+3 Fumble (roll for recovery)

11

+8

12

LG

WIDE RECEIVER
REVERSE CHART

ROLL

Defense calls pass,
does not have a man in its left (strong side) flat zone or left end
blitz zone, and a 1, 2 or 3 is rolled on the white die

NUMBER

Starts
in long, can move to any zone, may be used to double-team a receiver or
safety blitz

3

Starts
in look-in, can move to the blitz areas directly left, right and between both
tackles and to either flat zone

4

Starts
in left side flat pass zone, can move to blitz areas found directly left of
left tackle and left end

5

Starts
in right side flat pass zone, can move to blitz areas found directly right of
right tackle and right end

6

Starts
in left part of look-in zone next to lolb, can be moved to left-tackle spot,
the left-tackle blitz area or the left side flat-pass area

7

Starts
in right part of look-in zone next to rolb, can be moved to right-tackle
spot, theright-tackle blitz area, or
the right side flat-pass area

8

Starts
in short zone, can be moved to long zone

9

Starts
in long zone, can be moved to short zone

10

Starts
in short zone, can move to any pass zone, may be used to double-team a
receiver

11

May
be used to double-team the flanker (if so then FB is uncovered)

12

May
be used to double-team the split-end (if so then HB is uncovered)

13

Must
be moved to a blitz area

14

Put
in short zone, cannot be moved

15

Starts
in long zone, can move to any pass zone, may be used to double-team a
receiver

16

May
be used to double-team a tight-end (in 3-4 the tight-end must be on the same
side of the field).

21

Must
call "Pass" defense.

22

Must
call “Run” defense.Cannot be used
inside the defensive 10-yard line.Cannot Key a Running Back with this defense.Since the linebackers are up on the line the HB & FB are
considered Open for passes, flat passes always have 1 man, short passes have
3 men and long passes have 0 defenders

23

Reduce all DB ratings by one,
including the “Linebacker in Zone” readings since the cornerbacks and strong
safety are responsible for covering the flat/look-in zones

24

Must
call "Pass" defense.Cannot
be used inside the defensive 20-yard line.

25

Increase
all Pass Rush ratings by 1

OFFENSIVE FORMATION CHART

COVERAGE

Pro Set

Tight End

Full House

3 WR,1 RB

3 WR,

2 RB

3 RB,

2 TE

2 TE, 2 WR, 1 RB

4 WR

Blocking
Back

LLB/LOLB

FB

FB

FB

3rd WR *

FB

FB

FB

4th WR *

FB +

RLB/ROLB

HB

HB

HB

3rd WR *

HB

HB

2nd TE

4th WR *

HB +

LCB

FL

FL

3rd RB

FL

FL

3rd RB

FL

FL

FL

RCB

SE

2nd TE

SE

SE

SE

2nd TE

SE

SE

SE

SS

TE

TE

TE

TE

3rd WR

TE

TE

3rd WR

TE

ADJUSTMENTS

FS
FL Zone

X

FS SE Zone

FS
Any Zone

X

X

Pass
Rush + 1

X

Pass
Rush – 1

X

X

X

X

Run
Block +1

X

X

Run
Block -1

X

X

X

BB
High Run

X

X

X

BB
High Pass

X

X

BB
Lower

X

X

X

BB
Back1

X

X

X

Short
Yard

X

White
Die 1

X

X

Off
Onside End

X

X

X

X

* = Coach
replaces either HB or FB with the WR, he is covered by the FS or an extra DB

+ = Coach
designates the Blocking Back.He must
be rated 4+ Run blocker.He cannot
run the ball.

ADJUSTMENT

DESCRIPTION

FS
FL Zone

If
the FS is in the short or long pass zone he automatically moves into the zone
attacked on passes to the Flanker (see rule for exceptions)

FS SE Zone

If the FS is in the short or long pass zone
he automatically moves into the zone attacked on passes to the Split End (see
rule for exceptions)

FS
Any Zone

If
the FS is in the short or long pass zone he automatically moves into the zone
attacked on any pass that is thrown (see rule for exceptions)

BB
High Run

Use
the highest BB Run Block rating (excluding the ball carrier)

BB
High Pass

Use
the highest BB Pass Block rating (excluding the receiver)

BB
Lower

If
the Blocking Back's rating is needed in a running situation accept the lower
yardage figure unless it is the QB who is running the ball.

BB
Back1

If
the Blocking Back is the receiver and BB comes up as pass blocker an
automatic sack occurs if there is an asterisk rated player on the defensive
line of scrimmage.

ShortYard

If Defense is Short Yardage &
short pass is thrown assume short pass zone to be defended by 4 men

White
Die 1

If
offense runs ball, defense calls Pass and the white die is a “1” refer to
Right column